1. Mug: Cut potency and cooldown in half. Therefore damage output I pretty much the same, and you can get more items when farming in open world. Would be nice if one poison drains health (as it does now), the other increases drop rate, and having NO poison guarantees HQ (but doesn't increase drop rate). Makes sense because if you don't poison the mob, it retains its quality.
2. Forbidden Chakra/Purification: I love this mechanic, despite how little we see of it. But I feel like it could've all been saved into one button for hotbar space. Forbidden chakra available while in fists of fire, purification while in fists of wind, and a raid wide -5% damage for 10 seconds while in fists of earth (that could be a future ability).
3. Provoke (PVP only) makes it so that if target is within a certain distance, their next attack hits you no matter what.
4. Shuffle for Astrologian needs to not allow the same card to come back.
5. Living Dead: allow dark knight to go to 0 HP, not one, making it obvious that the heal counts as 100% (not sure if that was fixed, but if not this would be a nice thematic way to solve the issue).
6. Wildfire: I feel like as a support class, that is lacking in DPS (doing fine really, but generally frowned upon I guess), they should have one very very powerful ability that makes good use of their allies. Allows all DoTs ticking on enemy when timer is up to burst for their remaining damage, and continue ticking afterwards (as to not ruin rotations of allies). Sounds insane, I know, but it fits and I'm sure percentage of damage dealt can be adjusted but it would make their DPS be something admirable. I think if the ability is to powerful, it can do a percentage of remaining damage, but the concept is that this works like a raid wide fester.
7. Ley Lines: would be beautiful if this was a support ability that other Mages could use, but might be too strong.
8. Wheeling Thrust: since it's fairly identical to fang and claw, it'd be nice if this has one unique aspect to it, like resetting cooldown on Elusive Jump while the other resets cooldown on Dragonfire Dive, both with like a 15% chance of activating. Just for the sake of making the abilities a bit different, without ruining the rotation of normal jumps.
9. Wanderer's Minuet: remove cast time but retain the concept of staying stationary. Yes, bards love to run around, etc. handling mechanics and whatnot and that's fine. But it makes sense that the archer should have a moment to focus and concentrate. When wanderer's minuet is active, each attack grows in potency by 5% stacking up to 30%, so far as the bard is not moving. If YoshiP really wants cast times, that's fine too, one of the new weaponskills can have a charge up time because that also makes sense--an archer might want to pull back and charge a bit longer.
10. Wanderer's Paean: maybe this is too powerful, but I think it should just last until it's used. My bard casts it on my war before a pull, and I have to use berserk within the first ten seconds which is fine of course, but would be nice in other instances if I don't want to berserk right away or some such thing.