I believe I heard for Meditation the only QoL changes they were doing was something about the noise pollution issue - is that correct? I know what they stated as their intentions for TK in the live letter, but I can't help but think that its real application is to be used as an execute for trash... That said, if the times we'll be able to actually use it are so limited (3 stacks of GL, enemy is about to either die or go invuln, etc) - why does it even need a 60s cooldown is beyond me. Maybe 15s would make more sense, but ultimately it doesn't address the fact that it is very limited in use. If I had to come up with a solution for it, it would be that it has increased damage in order to make up for the fact that you may lose DPS on other moves in the interim. 500 seems to be a popular number for the tank class potency, maybe that would be enough.
Not sure what to change about Meditation to be honest.. Its a strong opener, and the feedback I've seen on Purification is that the 300 TP is rarely needed where you wouldn't already have Invigorate which is stronger.
As far as making FoF interactive, it really stems from the fact that I find a few issues to be very common in the mmo-sphere. WoW made a point of removing talents from their talent system that were simply number-increases for the sake of number increases. They are boring in design, and only serve to enhance skill bloat. When the next xpac comes out, they likely will not continue adding 5 skills at a time - at least not without pruning redundant, super-niche, or non-interactive skills first. A lot of classes have skills like FoF, where its just a toggle that doesn't change gameplay. Rather than wait for skill additions before something interesting happens or solves skill bloat, I think it would be a better idea to simply not implement or quickly remedy skills that don't contribute to gameplay. All of the fist stances are arguably dull in that they are either on or they are not, and they are only increasing or decreasing numbers (except FoW which I'm pretty sure is a placebo stance). Something added to them, much like the ROG poisons - would make them fun and add more utility - which is always a good thing.
1IP is definitely not a very useful skill. Most of the beneficial affects I see enemies using don't even work with it, so its ambiguous in both inception and application. With that TP cost and the fact that it requires Raptor Stance, I think it could better serve as filling the role of a small-damage AoE with a possible heavy effect - at least that way we'd have a congruent AoE combo between Destroyer + 1IP + Rockbreaker.