Dark Knight also had cool stuff, like Scourge, old Blood Weapon (added a haste) a parry proc that reset Low Blow (did damage) and you could empower your defense cooldowns. You also used to have to manage your MP as it used to constantly drain, which was cool, but that was all pruned.
They were cool, but apart from Dark Dance against trash, virtually none were worth empowering and the constant drain was offset by having higher relative MP generation, especially from Syphon Strike (e.g., 800 out of ~4800 or roughly 2 Syphons per MP spender instead of 600 out of 10000, or 5 Syphons per spender).
Would still love to have that back in a revitalized form, though, don't get me wrong. They'd just have to stop babying tanks so we could get some real use out of at-cost mitigation.
Scholar has been pruned of a lot of interesting abilities, such as having multiple DoT's and the ability to spread them via Bane, you also had a separate fairy with its own abilities, including AoE Esuna. There is also Shadowflare, Quickened Aetherflow and Rouse.
Wasn't a big fan of Shadowflare, and Quicken Aetherflow was ultimately just a 15s CDR on AF that could only be failed by using all three charges in the last 15 seconds, last 2 in the last 10, last charge in the last 5. The rest I definitely miss a lot, though, even if Bane would feel gutted without regaining at least nearly the number of DoTs it had before.
Expedience also used to be 20s but was shortened to 10s because the devs hate fun.
Which is more fun, though -- having a second sprint that gets its out-of-combat duration even when in combat and can be popped without penalty some 17 seconds before the few seconds you'd really want it... or... actually using it nearer to, and having the duration such that you almost want to play chicken with, that moment of need?
I get your point, but just an extra perspective as the flipside of the coin: I'm not sure excess strength is always the more "fun", and can often steal away the intensity of proper use.
I hate how they removed Diversion, it was a button that
dampened your aggro, which was useful when the tank died and all of a sudden targets you with the damn tank buster, I used to be able to avoid situations like that, now I literally cannot.
Using Diversion only after your tank died just meant you were costing the tank damage. Moreover, it merely halved your Enmity
generated over the next 20 seconds (best popped alongside your other CDs going into burst), rather than dropping existing Enmity.
At best, if someone else was right on your heals before the boss target was locked in, you'd have them die instead of you. If not for Diversion being something to use nearly on CD, this would be deserved since being the highest-enmity DPS would mean you were the top DPS, but... if you weren't using it on CD anyways... And even if it were an aggro drop, the last thing you'd want is to have your healer get murdered instead.