I could have sworn I had more idea, but these few things are what have stuck out in my mind the hardest. Things that seriously need looking into (or just straight-up fixing in general).
- 1h Sword's ambush skill, Mirage Thrust, NEEDS a CAP on clone generation once you have 3 illusions up, just like Scepter 1's clone generation cap. In its current state, being able to feasibly use Phantasms with a Power Mirage just simply isn't possible, and Power Mirage absolutely relies on Phantasmal Swordsman for DPS output. Just because Mirage is a spec that doesn't focus much on phantasms, does NOT mean that you shouldn't be allowed to feasibly use them in a sword build. Look, I know i'm probably one of the only few people on Planet Fricking Earth whose been playing mesmer with a power build almost exclusively ever since I got it to 80, but... I just love the feeling of being a lithe, zippy, flashy swordsman/duelist, and mesmer's sword skills combined with mirage's abilities exemplify that like no other class. And while I can still DO that, i'd also love to actually be able to use sword off-hand again while on Mirage. lol
** To the above-mentioned end, the skills Illusionary Riposte and Illusionary Counter should probably also have capped clone gen @ 3 illusions at this point in the game, but this is an afterthought.
- The Staff Phantasm, Phantasmal Warlock, needs to be completely reworked. Truth be told, Mes Staff could use a modern update pass in general, as it's practically been untouched for years. But before any of that, its phantasm NEEDS to be changed. Mes Staff is clearly NOT a power weapon, nor is it any sort of 'hybrid' weapon, so for it to have a phantasm that only does power damage at this point in the game makes literally zero sense whatsoever. My suggestion would be to instead have the Warlock's attack inflict 1 stack of Confusion + 3 stacks of another random damaging condition (Bleed/Poison/Torment/Burn) on hit, inflicting +1 additional stack of both for each unique condition currently on the target. That way, it still keeps the synergy of Mes Staff's "multi-random-condition" theme & gameplay while actually being appropriate for the damage type.
- Why is Duelist's Discipline's bleed still a chance-based thing? What's the point? Would 100% application per pistol hit just be too powerful? If so, then just lower the duration of the bleed applied (maybe to like 4 sec or so).