Here’s a method to tackle balance while not forgetting character identity in game design.
Define first what’s the career is about, core strength, core weaknesses, and stuff like this. That’s on paper. That’s a lot of discussion.
Try to think about 2 differents builds that could come out of the career. That’s also on paper.
For example :
Unchained - Uncontrollable, Explosions - Melee first, ranged second
2 builds =>
Core melee, make ennemies explode while killed on melee, crowd dps oriented.
Survivalist, make her durable, add some stagger/control.
And then you remove talents that are actually not of this identity (bomb balm being indeed an example as it’s kinda not in the theme) and you try to keep the others.
Balance things. Round of balancing.
Try to add a 3rd build if you have the place (for example : Fire aura Unchained, close range around you, good dps when surrounded, or melee ranger vet when out of ammo).
If you don’t have too much place left, add talents that can work with the others builds as an alternative.
Balance things. Round of balancing again.
But BEFORE all that. First, let’s touch properties & traits that would mess up any build balanced prior to that balance.
Making properties interesting (that are sometimes a bit too generic to allow interesting choices), rebalancing traits (that kinda already are interesting actually, but could use balancing to actually be useable for some)