For
Archer 14:
Raging Strike (power up att) and Hawk's Eye (acc).
Though both ability is 1hit but still can be useful. like above said.
Gladiator 14:
Still Precision(acc) and "Rampart" (def up. Not really but can be useful)
Good to have a acc buff ability all the time with timelimit.
Marauder:Skull Sunder and Foresight+Fracture (counter with whenever parry)
Skull sunder can be useful more then trammel. You get better chance to get parry and counter! So why not.
Pugilist20: Second Wind+Prime Conditioning and Featherfoot and Jarring Strike.
heal ability from tp (though 10% is not lot but still good)! Always good to have a evade ability and counter as much as you can whenever Evade.
Conjurer16: cure and protect and shell and shock spiked.
Good for solo. though if you have a healer in pt those ability is not need. expcet cure just in case
Thaumaturge 20: Sacrifice II and Punishing Barbs (depend) and absorb acc (depend) and att (depend) and Dark Seal (depend) and Blood Rite (Depend).
Heal+regen why not

. Punishing barbs is not bad a bit extra damage from when you know you going to get hit from mob.
If you going to use absorb spell better equip dark seal and blood rite and some magic acc+ gear like Nighthawk Visor, 4x darksilver ring or 3xring + Silver choker. Also Muscle Memory II or Asceticism II if you dont mind lose a bit str or vit.
Notice
So far I have try it on mob with 10-13lvl higher then me without dark seal and blood rite and muscle memory and asceticism and with 2x darksilver ring only. Seem land spell quite well. Didnt try on Big nm like dodore or baffulo or uriforgotname yet though will do when I fight it them next time.
That is all i can think so far.