This is just a compilation of suggestions to improve Veteran and help the creative process for future tweaks.
Veteran Unique Class Trait:
Scavenge - Veterans are exceptionally resourceful. Ranged Specialist/Elites drop small ammo packs on weakspot kill. Small ammo packs in crates are upgraded to large ammo packs.
This replaces Survivalist as Survivalist is currently too strong when synergized with weapons like Rumbler.
Auras:
Survivalist - 10% Stamina Regeneration and 0.25s Stamina Regeneration Delay Reduction to all allies in Coherency.
As of right now we don’t have any Auras that meaningfully improve Stamina economy, and Stamina is just so important to Darktide combat overall that it deserves an Aura.
Close and Kill - +10% movement speed for allies in Coherency and +5% movement speed to allies not in Coherency, when moving towards an ally.
Improves the base Aura benefits and makes regrouping with teammates easier during scenarios where teammates may be split up for looting, reviving downed players etc.
Fire Team - +15% Ranged Damage for allies in Coherency.
5% is just too low. Ogryn already has a melee damage Aura. Psyker has a damage Aura against Elites. Ranged focused is perfect for Vet and further reinforces to new players that Vet is the ranged Specialist.
Grenades:
Smoke Grenade - Detonates on impact. Throw a grenade that creates a lingering smoke cloud for 15s. Ranged enemies in line of sight are highlighted for allies in coherency during this duration.
Then another Talent could make Smoke Grenades give players Stealth with an increase in CA cooldown or something different to balance that out.
Krak Grenade - Detonates on impact for high damage against armor and stuns ememies on direct hit, with smaller blast radius. Strong against Monstrosities and Ogryns.
The delay just ruins Kraks to be honest, also the magnetic pull is inconsistent and should be removed for a more linear trajectory.
Frag Grenade - Throw a frag grenade that explodes after a short delay, or explodes on impact when fully cooked. Applies 6 Stacks of Bleed to all Enemies Hit, causing Damage over time. Less effective against armor, great for soft enemies.
Also please tweak Uncanny so that it doesn’t buff Bleed DoTs from Frag. 

The synergy with Uncanny should not exist, it makes Frags far too strong and weakens the role of Kraks.
Veteran Blitzes all converge into a single Talent, similar to Arbitrator Armour on Arbites. This removes Talent point tax considerations and improves build variety.
Keystones:
Keystone: Grenadier -
You take -50% Explosive damage, stagger and knockback from enemies and the environment. In addition, you replenish 1 Grenade every minute and can hold 1 additional Grenade for a maximum of 4 Shredder, 4 Krak, or 4 Smoke Grenades.
Grenades are exceptionally strong on Vet, and it would be better if they were locked behind a Keystone. This would allow their improvement Talents to be more consistent as they cost a Keystone to access, and would free up Talent Tree space for alternative Talents.
Also, Focus Fire being tied to Tag is counterproductive and penalizes players by effectively removing the Keystone’s benefits if they need to tag a dangerous approaching Specialist during an engagement like a Monstrosity fight. Perhaps adjust Focus Fire and make it a standalone Talent elsewhere on the tree.
Demo Team - Your large ammo pickups replenish 2 Grenades. In addition, Grenade boxes now replenish 1 Blitz for all teammates.
Twinned Blast - Two Frag Grenades thrown instead of one, Krak Grenades explode twice and Smoke Grenades have double the duration.
Normally I would say this is too strong, but if it’s locked behind a Keystone that requires sacrificing Weapon Specialist or Marksman’s Focus it shouldn’t be too strong.
Grenade Tinkerer -
- Krak Grenade - +25% radius, 25% Brittleness applied to all enemies affected by blast.
- Frag Grenade - +25% Damage and radius.
- Smoke Grenade - Extinguishes fires, cleanses Corruption of the current Wound and removes tox gas from the area of effect.
Keystone: Weapon Specialist -
Gain Ranged Specialist on Melee Kills (Stacks 10 times). Gain Melee Specialist on Ranged Kill (Stacks 1 times.)
When you attack with your Ranged Weapon, you activate your Ranged Specialist effect to gain +2% Ranged Attack Speed, as well as +33% Ranged Critical Hit Chance per stack. Lasts 8s.
When you attack with your Melee Weapon, you activate your Melee Specialist effect, to gain +15% Melee Attack Speed, and 10% Dodge Speed and Dodge Distance. Lasts 10s.
Always Prepared - Activating Ranged Specialist replenishes 10% of your missing ammo in your Clip from your Reserve, rounded up, for each stack.
Doesn’t do enough currently.
Invigorated - Activating Melee Specialist restores 25% Stamina and grants 25% Stamina Cost Reduction for 5s.
On Your Toes - Activating Melee Specialist and Ranged Specialist replenishes 20% Toughness. 3s Cooldown for each.
Augmented Munitions - Semi Auto Las weapons have infinite cleave through non Elite enemies, Plasma weapons apply 6 stacks of burn on Critical hit in a 5m radius, and Kinetic weapons apply 4 stacks of Bleed on Critical Hit when at or above 5 stacks of Ranged Specialist.
Keystone: Marksman’s Focus
Ranged Weakspot kills grant 3 stack(s) of Focus. Gain 1 stack(s) of Focus every 0.75s when standing still, or walking when crouched.
Up to 10 Max Stacks. Sprinting, sliding and walking removes stacks.
Each stack of Focus grants +7.5% Ranged Finesse Strength. Ranged Weakspot kills consume ammo from reserves instead of your magazine.
Ranged Weakspot kills let you move without losing stacks for 6s. Ranged Weakspot hits lets you move without losing stacks for 3s.
Firefight - -90% Threat against non Elite and Specialist melee enemies while your ranged weapon is equipped, but +90% Threat against ranged enemies of the same type.
This is to all the day 1 Vet mains who remember Camouflage - while being able to completely ignore melee enemies should never exist in Darktide, it’s also true the odd poxwalkers popping up out of nowhere with a sneaky backstab is problematic for a Keystone that revolves around maximizing ranged weapon uptime and precision. That said, melee Elites should still be considered a threat and would not be affected.
By increasing threat priority for ranged enemies of the same type - Scab Shooters, Stalkers, Marksman Vets would effectively draw ranged fire away from teammates, allowing melee aggro to shift away from these ranged focused Vets without a serious detriment to other players. This could greatly benefit classes like Psyker and Zealot.
Tunnel Vision - +5% Toughness Replenishment for each stack of Focus. In addition, weakspot hits restore 5% Stamina and weakspot kills restore 10% Stamina.
Tunnel Vision allows Vets to make full use of Deadshot without serious Stamina penalties. This additional 5% Stam regen on Weakspot hit would allow Vets to make use of Tunnel Vision to offset Deadshot penalties when fighting tougher enemies like Monstrosities or Crushers.
Chink in their Armor - 20% Rending, when at or over 10 stacks of Focus.
Too weak as is, with 10 stacks being the threshold it should be ok to increase it slightly.
Long Range Assassin - Increase Maximum stacks of Focus from 10 to 15. Remove damage falloff for ranged weapons at 10 stacks.