Good idea. Here is some feedback.
Combat stim:
25% attack speed and power is completely nuts. 30 seconds? Dayum.
Add a withdrawal syndrome at the end if you wish to balance (A quiet Drink booze effect?). Or reduce numbers. The ability to use it on self might mean that the player won’t use it on others as often as he should. Or add a damage taken amp. Many options.
Medical care:
Just like Range Vet has a legup with the Ammo regen, giving an effect that cannot be obtained anywhere else isn’t a great idea.
How about 15% damage reduction to health?
Healing burst:
A bit feast or famine. If your team never takes damage, useless, if they take too much, probably won’t save them. You will also always be pressing the key when the cooldown comes back, so there is little incentive to look for “the right time”
Iconics:
Fine. Doubling heal might be strong, but also terribly map dependant. How about “increased odds of finding medi box instead of ammo box”? or smthg along those lines
Row 1
Guardian is… too situational to be of real use
Stay close is strong: that’s 9% toughness per second with the team.
Buff&Heal: it’s strong, but ok I guess. Resource dependant.
Row 2
Bleed: thematic but lack of synergy. Having it apply to ranged attacks perhaps? With headshots doubling stacks? (Bleed is rather weak atm imo)
Quick hands: can’t hurt
Trauma: that’s very strong. 15% DR is always good
Row 3
10% more damage…How about 20% damage to enemies afflicted by a status effect?
FR: fine, but too situational. You want pro-action, not reaction!
Resolve: ehm. eh? Ho wabout making it a damage reduction scaling with the total amount of health the team has left in %age?
Row 4
Vitals: Perhaps having every 4th hit being a garanteed crit? And can the weakspot crit damage?
Checkup: Good, but ultimately too weak
Experct chemist: overshadows the other perks here: 9 combat stims with 45s use? Sign me up! That’s about 7 minutes to find a grenade box and go again!
Row 5
They are fine, but very tied to the class skill.
My recommendation:
Combat stim should probably increase speed (if you need to reposition or get to a downed ally), remove the power increase. Bigger burst, shorter duration. Eventually drawbacks.
Healing mist: you could have the power amp be there, to incentivise using the skill in a fight rather than every time the cooldown is available. You could also make this a grenade type skill (don’t think we have any of those yet).
Having the mist double as a smoke could also give the skill more polyvalence, making it useful in different situations.