Thing is I'm trying to break the mold, not fit it. Skillspeed shouldnt be that bad.
Spellspeed works for BLM, so this coukd be the physical class that Skillspeed works for.
With thr job being based around its own Crit generation, it does make Crit less effrctive to meld. A good player would spend a good portion of their time at maximum Crit without melding any, so the benefit of melding it drops right off. Direct Hit therefore would be their main focus, and after that, theyd have the room to fit and afford Skillspeed. With faster attacks, theyd hit those Risk stacks more often and more reliably, indirectly raising their Crit via Speed.
As for the values and potencies, it suits the identity of hammers (and axes) from XII. Yes they're heavy weapons that deal a lot of damage, but they also have more random damage that can result in weaker attacks than other weapons, its about averaging that out. Hence the low base potencies, crossed with a reliable almost 50% average Crit rate.
You could cap the defence penalty and remove the defensive skills, but again, that wouldn't reflect the nature of a Riskbreaker from VS.
Having to balance your DPS versus your defence would be part of the jobs function, its gimmick, like RDMs magic-melee cycle, or Ninjas ninjutsu. A high Crit rate alone wouldnt be interesting enough.
Besides, other DPS jobs have plenty of defensive skills already. For example, NIN has Shadeshift, Smokescreen and its own emnity dump skill.
This concept only really has three defensive skills too, the other two are more resource management.