Dark Knight actually is ok as far as raw numbers go
My ideal rework to get rid of quirks and clunks would go like this...

Dark Mind: includes a parry buff so it can be minimally useful outside of magic tankbusters
living dead: gets a full on rework along the lines of upon death enters state of living dead for 6s cutting max hp by 50% but cannot fall below 1hp. After duration ends revive and heal 20% max hp.... retains the "flavor", is no longer a death sentence when your solo, and if healers are on par you can potentially come back at 70% hp once it ends keeping you out of danger zone
Salted earth, abyssal drain, and Carve and Spit get the axe
Bloodspiller and quietus inherit the mp regen from carve and spit. More overall mp regen over time -> more edge of shadow -> more damage than carve and spit would offer ; also more aoe friendly and would theoretically make delirium more interesting and powerful
Edge and Flood of Shadows inherit the healing from abyssal drain. Abyssal drain is kind of pathetic overall, would give some self sustain probably still lower than warrior but way better than current
Living shadow uses Dark knight version 1.0 skills salted earth, dark passenger, scourge, etc... get to have the nostalgia of old skills and they can obviously just get potency adjusted to do the damage the shadow is meant to do
The Blackest Night: duration increase to 9s, seriously have no problem with it being resource management rather than cooldown management but the way stuff seems to just decide to be less aggressive when it's up is so annoying. 2s doesn't seem like much but it would go a long way for a defense your praying fails every time you use it


and while i'm at it... Warrior spender's should all get something along the lines of extends storm's eye by 5s or 10s or something. Not enough to keep it up indefinitely but enough to keep it from being a constant annoyance

my opinion constantly evolves as i play though so don't quote me on these thoughts in the future