- You could only take 5 Additional Skills ("Cross-class actions", though the prior was their in-game name). DRG generally took Bloodbath, Second Wind, and Featherfoot, Mercy Stroke, and Internal Release (+10% Crit). Goad (worth only ~1.5 GCDs and only usable on others despite DRG having the highest relative TP costs), Foresight (3% mitigation) and Mantra (5% bonus healing from spells only) were not worth taking [and if you somehow wanted Goad for PvP to allow for an extra Sprint for a finish, you'd go Lancer and Raging Strikes... or, more often, just Wolf's Den as Marauder].
Of those, only Mercy Stroke, Featherfoot, and Internal Release have been lost, with Feint, Arm's Length, and True North taking their place. We now have 6 Role Actions, up from 5 Cross-class skills. That's not a net positive for HW DRG there.
- You didn't lose Blood for Blood; it was just renamed to Lance Charge after people realized the name was a poor fit given that it no longer increased your damage taken.
- Invigorate you've already acknowledged was pointless bloat. So that's another out.
- Blood of the Dragon hasn't had any attached gameplay since HW outside of rare moments following forced, lengthy downtime; you basically could not lose it as long as you didn't have over 15s of downtime. By Shadowbringers, its CD was shorter than its entry duration by Shadowbringers. It was bloat.
- Consolidating Mirage Dive as a follow-up to a skill that it can only be used after did not cost you anything. This would be like yelling to the moon over Shadowbringers Assassination not taking an extra button to be used after Dream Within a Dream... when it could only ever be used after DWaD anyways.
- Ring of Thorns was a dps loss relative to Doom Spike. Its sole use case was if Heavy Thrust procced it for an incredibly minor TP efficiency bonus. About the only people who'd use it are the kind who'd refuse the extra range (and, yes, square meters area of effect) of old Overpower just to no longer have to target anything. Unless you'd otherwise TP-starve in the middle of a dungeon AoE pull, it was a trap button.
- Impulse Drive was literally just True Thrust but with 30 more potency, to slightly bump up Chaos Thrust combos' otherwise notably inferior direct potency and to make gameplay slightly "staler" for about 12 levels to those who really like their buttons by making 333333 spam slightly superior, even, to 121212 spam, albeit at an extra 2.5 TP per GCD. No complexity was lost with its removal, and just adding back that potency to Disembowel and Chaos Thrust themselves kept its removal from having any rotational implications.
- Power Surge was a skill you used before every other Jump and only Jump for 50% more damage. It was effectively Life Surge, but without any actual complexity, alignment, or compromise to manage.
Meanwhile, DRG gained:
- Nostrand
- Stardiver
- Mirage Dive (yes, it's still a separate action)
- Sonic Thrust
- Coerthan Tempest
- Dragon Sight
- Wyrmwind Thrust
Lost: 4 bloat/trap skills.
Gained: 6 skills as real as any others.
Meanwhile, you literally can't remember how cross-classing worked.