Zerk Bleed I don't think touching up bloodlet/bloodflow will fix it all, but it'd be a start. I figured burst bleed was an interesting take on the theme since that's really only in DK mildly (and their miniburst bleed hitting the shred threshold is the only reason their bleed works). Either they have team support for the bleed, or they can stack affs into chunks of bleed.
I do have an odd idea for bloodflow: make it deliver sulfonal, dryblood, or haemophilia the same way as other aff warchants. And make Zerker sword hits relapse their toxins. That with a phys aff scaler for bloodlet would be swell when you're in the shield aff thresholds doing 3 affs with probably 50-60 raw phys with no artis and say 9+physaff*5 bleed. Or the bleed plus 2 affs plus pierce in the threshold. Then relapses!
Or instead of sulfonal, maybe a new bleeDoT called anemia or something.
Addlepation Could just make batter give impatience instead of its current 'if full' effects? That or some sort of mana-related debuff like 2x mana usage for 10-20s or something.
A way to hotlink something that's a helpfile or skill or something when talking instead of having to use STUPID EMPHASIS or other workarounds. AKA, you type #skill:Doublestab in a say, and it makes it one color or underlined (or something) and offers a mxp link to the ab, or you could #help:therightfile and it comes in another color with the same mxp. It can give a 'No' and stop the say if it returns a nil
Add in minor exploration crap that rewards quest experience and occasional goodies like lessons or favours or something. Read something in an area, talk to a mob and get all their pointless dialogue out, probe a giant rock with some ancient symbols, etc and receive a little tuft of quest experience (and maybe an achievement for overall things found and specific types).
With exploration not a time sink, it's less of a meh to add in some 'hidden' quests that only reveal when you've seen enough of the speshul items or stuff, too. The one downside is that it'd require revisiting areas without as much direction as the quest fixing offers, but it seems like area touch-ups are also in the pipeline.
The idea is basically how Codex crap works in Bioware games (Mass Effect, Dragon Age for the uncultured) tl;dr - Exploration into mechanical gain!
*Gnehehes and strokes his beard as he leaves a non-PvP suggestion*
Another thought I had for reflections was to make them PvE only. You could leave both the wand and reflections untouched, otherwise, and they'd still have power without leaving a cancerous defense in PvP. (Plus with player reflections gone, I wouldn't need to backtrack attacks which I should be doing but I'm bad and lazy).
While both DK and Templar aren't without teeth (ha), once the basic strat (Bleed for DK, reave/flare for templar ((bleed templar is lol))) goes, they don't feel like they have the same potential that RG does. That said, I would put RG at just okay 1v1 (without considering tex/totem) since they have options opened up by rune flares. With that in mind, I started considering how to give DK options when longswords won't work without tilting longswords much higher. More or less, it involves cannibalizing (hee) some Necromancy skills into sorta-copies of RG flares.
Decay 2.5s eq 15s cooldown, reduces damage dealt by the affected by 10% for 3s
Leprosy 2.75s eq 15s cooldown, causes the next 2 salves within 4s to fail. Shares a cooldown with shrivel.
Shrivel 2.75s eq 15s cooldown, applies limb damage (no hp damage) to 1 limb or half that to two limbs. Shares its cooldown with leprosy.
Chill 2s eq 2 charges with 16s cooldown, applies a dose of freezing
Disfigure 4s eq 15s cooldown, same effect (aff show disfigurement)
Belch 4s eq 16s cooldown, causes a 2s elixir balance loss
Leech 4s eq 10s cooldown, 5% mana drain, doubled on hindered targets.
Screech 3s eq 12s cooldown, short balance loss
Feed 2s eq 15s cooldown, your next Necromancy ability is sped up by 1s. If the target is prone or hindered, it speeds up the next two.