There, I said it. It would make balancing the cooldown in general alot easier, since CDR is usually the choice to go. I have to say that on Pyro’s active (and to a similar degree: WS’s), the choice isn’t now as obvious as it was before, but I still think that if you “know what you’re doing”, both the temp health and the venting option are not really necessary.
Unchained is probably the most obvious, since your carreer skill is what is keeping you alive, you want it up as soon as possible after using it since if you don’t have it up and something happens, you gon da bruh! The two other options might as well not even exist (ignoring the fact that the damage bonus is just laughably low. Make it like +200% more damage, but that’s another story.)
Shade, same thing. Your active ability is what gives you your “oomph”. The other too options don’t directly increase your damage dealing potential, so they are out the window.
Merc Kruber, quite similar. You sometimes see people use the pick-up variety (which can come in handy sometimes, but is usually regarded as a “noob pick”), but the more temp health thing is a) unnecessary if you use your active ability as often as you can and b) deprives you of the use of the shout as often since this is what makes Morale Boost so powerful, it’s your get out of jail free card. Having it up more often makes it more reliable so it is there when you need it.
Same Story with WHC.
On the other hand, there’s skills where the CDR isn’t at all necessary because cooldown is so short anyway and the other options are just too good. HM being an obvious candidate, but also FK, where the pocket-25% more power are usually too good to pass on (but CDR is the next best choice. The infinite block stamina thing is neat in theory, but given how incredibly focused on offense the game is, it is a very questionable choice).
I am not exactly saying that CDR is the devil incarnate and I am more than happy to keep using it. I am also aware that balancing the utility of the level 25 talents is hard, no matter if there’s CDR talents or not.
My point is that it would probably make overall balancing a little easier, since you don’t have to consider if there’s a way to hugely reduce the cooldown. Everything would be more on an even playing field. You could then even consider slightly reducing some carreer skill cooldowns (slightly!). Things like RC, RS (well… not really, but you get the idea ) and the 10% CDR you get through the trinket (which might even be boostet do like 15%) would suddenly become a more valid consideration over the almost obligatory Curse Resistance / Crit Chance.
Finally, it would make room fore some awesome new ideas for carreer skills that give use another interesting option for using it. Wouldn’t it be cool if FK got the option of gaining temp health for every enemey he charged through? Or if Mercs Morale boost also triggered his paced strikes for everyone? Or if WHC’s ability also hugely boosted crit power and headshot damage, or maybe even made everyone have inifinite ammo for the 6 seconds his ability lasts? Not saying I want any of these replace the CDR stuff, but just give an example what interesting ideas could be realized instead of the rather boring and blunt CDR.