60-second True North sounds fantastic (then it aligns with Trick Attack, just in case)

I'm back and forth on my idea of Invigorate acting as an agro dump. Melee classes are more sustained damage heavy than burst damage, so it would be nice if Diversion was just an agro dump rather than an agro mitigator while up. Then Invigorate can still be useful while learning a fight in case of death to regain TP.

Also, make Crutch useful. Casters get Erase which does a small heal and removes a DOT, which is hands down a better skill than removing bind and heavy. I haven't found any encounter that I felt like I needed this skill.