I already have an entire thread for my idea, so I'll spare you that... >w>

Here are my thoughts:
Question, when Nothing Ventured or Before Swine counters, does it still stay for 20 seconds and work continuously or is it used up and we have to wait for the cooldown? If it lasts the whole 20 seconds , it seems very Tank-ish, you're lowering the damage by half and redirecting it for double.

Early Bird would be useless in boss fights that are heavy in none-cleanse-able debuffs (specifically, debuffs that play an important part to the battle).

Cornered Rat is very situational and I would hope your party's healer(s) wouldn't allow your party's HP to get that low during an important fight. This also seems like a Tanking skill, you're decreasing the damage done onto others, it's almost like a pseudo-Cover. >A>()

Abyss is another situational move and it would mess up your tank's Stuns.

Timber is a bit wasted because you don't have any Magic abilities to begin with.

For Haste Makes Waste, when you refer to "them" getting a Skill Speed boost, do you mean the user or the enemy? Because I don't think anyone would willing want their enemy to be faster.

For It Takes One, I think x6 is a bit high. For example, if you are hit for 1000, which is then halved to 500, you would counter for 3000. This would be crazy in EX/Coil fights.

On The Wall seems kind of situational because Reflect hasn't been implemented in this (yet?). It could only be used while fighting other Samurai.

Bushido's Potency is way too high. Lancer/Dragoon's highest is 330 and that in a combo and Rogue/Ninja's Sneak Attack only gets to 300 when used in Stealth and when they are in front of them. And your using it after a counter, which is already double the damage you received.

Unstoppable Force is too broken as is. If maybe there was a required of buffs needed to activate it, maybe, but then that's could be a lot of useful utility thrown down the drain.

My Recommendations
- Instead of Countering for double the damage you received, how about if counters had their own potency based on what skill you used? Maybe one skill has a lower potency but last for the whole 20 seconds, while another has a high potency but is one-time only.
- I also think the damage potency reduction would make tanks green with envy, I would suggest removing them.
- Replace Early-Bird with a regular DoT attack. You only have one other DoT and it's from a combo.
- Replace Abyss with a regular Stun skill, it would be far more controllable that way.
- Replace Timber with a regular Silence skill. Again, it would be way more controllable.