Nice one, I find this to be much more unique than other job ideas.

Some things I've noticed:

Lack of CC: Not sure if this was intentional, but it's nice to see a job that doesn't have CC slapped on for the sake of "balance".

Throwing Item system: This is a good idea, but what stands out to me the most is that this would require the player to be a keyboard acrobat in order to weave all of this between cooldowns if the player needs to use a combination of item skills for their next throw.

Pinwheel: The TP aspect would not scale very well, since damage scales with level/item level but TP does not. At low level the effect would be unnoticable. In levels higher than 60 the effect would be really powerful. You may want to change the formula for this so that it scales better with level.

Grand Lethal: It's unclear of what this effect actually does. More damage with critical hits, or a higher chance of dealing critical damage to the target?

What's that: Good idea, but the animation would be tricky/look wierd, since the ability is supposed to be a distraction (if it's based on the classic skill).

Last Breath: This does not belong on this job IMO, there's enough jobs with 'finisher' abilities, and this doesn't really do the job any justice to its playstyle or theme. You can use this space for something more unique and mechanically thematic.

Sticky Fingers: This would fall into the same issue as One-Ilm Punch, as most buffs in endgame content are scripted buffs that can't be interacted with; Invincibility for example. Honestly I think this would be much better as a PvP skill.

Smile/Flee: Holy shit that's awesome.

Good job, OP!