This is pretty disappointingly sparse, but maybe I was expecting something unreasonably thorough.
I think the thing most obviously missing is some sort of commentary on the general power level of builds relative to each other and relative to past or future states of the game (not with respect to the spec itself as you alluded to with the power budget section, but specifically to other builds). As someone who thinks the game has been powercrept a little too hard, I'd like to see overall damage output reduced by some small percentage (15%ish, maybe?), but regardless of my limited perspective I'd be curious to see what you guys have to say about it, since I imagine you're very much the people through whom power levels of various specs get adjusted.
I also think that boons probably warrant a more thorough discussion. It's been discussed to death, but the smothering power of quickness is absurd, especially relative to alacrity. I think the strength of the actual effects these boons provide is worth considering, despite the fact that players consider them a given in any given team composition. Perhaps it's the case that you just don't consider solo or open-world content when talking about things like tradeoffs or "no bad decisions" or whatever, but it is legitimately impossible to make a good decision if that decision involves forgoing quickness and/or might (and fury for power builds). The other boons are good, but nowhere near as important as those two in terms of dps output, which is where you see most of these tradeoffs (% modifiers most frequently, obviously). In any area of the game where you're not playing with other people you're communicating with, every decision to forgo boons is a bad one--which is ironic considering it's how many people play.
I dunno, I think it's worth talking about.
Finally, and this is another point that's been discussed to death on streams and the like, the overwhelming advantage certain builds like firebrand and mechanist have in that they can sacrifice parts of their build for the sake of utility at much less overall cost to their build's output in their designated role. The fact that these professions generate quickness and alacrity off so few skills means they have so much more space to play with when it comes to taking extra stuff. They're not the only specs like this, of course, but they're the most common.
That's a fun situation to be in--as a firebrand it feels fantastic to know your class well enough that you know how and when to sacrifice parts of your healing or damage output to bring critical CC utility. Conversely, it feels really, really kitten to play quickness herald and know that in order to provide utility you have to kitten your boon output--unless you're willing to swap your gear, but imo gear-swaps are unacceptable in situations like this because of their inaccessibility to such a huge amount of the playerbase relative to the completely consequence-less decision to switch a utility skill or trait.
Classes like elementalist having so much of their damage output be tied to their utility skills should also be a part of this discussion.
Thank you for your efforts to improve the game, and I look forward to seeing reaper, dh, and daredevil get completely neglected in November. Fix bloody roar.