Some solutions imo would be offloading the talents for damage into the feat tree and make the passives about keeping the Zealot alive. The ability should lose its crit and damage bonus, and instead gain immunity to ranged stagger and some amount of DR for the 5 seconds. This gives zealot a tool to get into the thick of things without being immediately a detriment. 50% toughness in this case doesn’t need to change since you are gaining temporary bonuses to help you live. I do good damage even without the melee crit from the ability, so I don’t mind it being lost for me. If that’s too drastic of a change, could remove the toughness for those benefits instead while keeping the damage and crit.
If they keep the bleed through damage, replacing the 10% attack speed passive with a doesn’t take melee bleed through damage would help survivability there. I think we can agree that 10% attack speed doesn’t factor too much into damage calculations, and you’re less likely to go down from a stray melee attack (also making the other two options in that tree worth it, to some degree.)
The attack speed talent could instead gain the 10% attack speed bonus with its other percentages, and the 20% should be bumped up to 25% to make sense with the passive.
Martydom similarly should go up to 7 stacks (4 from the talent, 3 from the passive) to compete with the feat that gives 20% damage. Risk reward of being low HP for always having more damage vs. building up stacks and keeping up more hp.
Ignoring melee ranged stagger as a talent shouldn’t even be something, since if you’re surrounded enough to be stunlocked by melee, you are probably dead anyways. It could be reworked to ignore ranged stagger for 2 seconds with the speed boost, then have a CD. Could be 10 second cooldown. Gives the Zealot enough time to get to cover without being a crutch to get to ranged enemies.
I think this would be the best way to at the very least make those feats more attractive and zealot easier to play without completely nuking the identity.
What about my difficulty means I can’t say what feels bad and what I’d never pick? I know the reasons I have issues with the higher difficulties. You’re offering just as little advice and just saying mine is useless because I’m on a lower difficulty. I’m happy that you’re using a different build than crit dagger, but that doesn’t exactly tell me how I’d do better in higher difficulties against packs of 50 ranged units.