Throwing Knife buffs are needed, good ideas
Shroudfield nerfs feel bad, the big damage is fun and rewarding, especially on thunder hammer, that is otherwise mediocre at everything. Having 3 seconds to position around enemies and avoid getting knocked back to smoke a boss is cool as hell. If the damage boost is no longer significant it will probably not really get picked over the versatility of longer and more frequent Shrouds, the consistent bonus to everything from Fury’s Dash, or the tank CC build with Chorus. Let the meme live!
Chorus stagger nerf will feel really clunky, if you want to prevent free and safe boss-removal, make the stagger from it hold bosses still with a lighter stagger instead of pushing them back. Whatever it does, the effect from the Chorus pulse should be consistent throughout the ability.
Bleed for the Emperor is fine as is, as it appropriately makes up for the lack of increased health and toughness from wounds curio stacking, probably just reduce Shield of Contempt damage reduction even more to nerf this combo, maybe to like 50%, as this would reduce damage resistance stacking with the other big damage reduction skills, as well as help with your removal of high stacking damage reduction on the other classes, like for example, an Ogryn skilled with damage reduction from nearby bleeding enemies and the damage reduction middle keystone.
Internal cooldown on dodge talent is a good idea, and this should probably be on every dodge talent, it’d be easier to balance stuff that way
Overall, good ideas for changes. Only extra changes I’d request are taking a look at some of Zealot’s more boring skills and maybe buff them or change them into something more interesting. These would include Unremitting’s sprint cost reduction, and Hammer of Faith’s 30% impact. They’re pretty small buffs to boring stats.
Also, perhaps switch the places of some of the talents. Specifically, of Unremitting and The Emperor’s Bullet, creating a dedicated ranged-weapon buffs path within the tree for those who want to specifically play that way, and Dance of Death and Good Balance for this same reason, creating a specifically ranged-weapon path. This would provide more universally good talents before them, while offering all the buffs to that specific playstyle in one location, without forcing ranged skills on those who want to play melee builds.