After trying the class, here are the issues I have with this class:
Profession Mechanism:
Unequal trade off: The new specializations seem to promote the idea of trade-offs, or "Lose X to gain Y". Ideally X should be equal to or equivalent to Y, but with willbender spec, I find X greatly outweighs Y. Dragonhunters gain cast time or longer cooldown for modified or stronger active effect. Firebrand virtues have minor cast time and lose immediate effects in favour of tome skills that require commitment and lock out weapon skills. With willbenders, they have these drawbacks:
loss of passive effects: probably the biggest and the most obvious drawback
Cast time: a minor one, but it is there
Require commitment to one virtue as activating another virtue cancels the first one. It does not promote tactical choice. Instead, it limits them.
Require multi-hit combos to fully enjoy the benefits of activated virtue: Another major drawback
And in return, it gains ..?
Willbender flames: It helps trigger virtue effect, but otherwise it feels like an inferior version of symbols, both in size and damage.
Movement. However, they are too short to make significant impact.
Justice, flowing resolve, and crashing courage: Justice feels like core passive with strike damage. Flowing resolve is only marginally better due to phoenix protocol. Courage is the only one that feels like an upgrade.
I feel that drawbacks need to be reconsidered such as removal of #3 and reduction of #4.
Now, on to individual profession skills:
F1: For some reasons, there are two cast bar, one before movement and one after movement. Hopefully it is an oversight because it makes clunky gameplay.
F2: It needs to be ground targeted instead of directional, or at least stop at first available target. It overshoots player if you cast it right next to your target, forcing you to walking back or use movement skills, reducing time for triggering flowing resolve.
F3: As mentioned above, the only virtue that feels right
Tooltips: All of them mention "Consecutive attacks do X", which is a confusing way of saying "Do X every 5/3 attacks". It is also inconsistent with the description on core passive "Burn foes every few attacks"
Weapon
With virtues that emphasize on multiple hits within short duration of time, the off-hand sword surprising lacks a multi-hit ability, especially on single target. I have better results of triggering virtue effects with torch and focus. This needs to be addressed as the spec weapon does not complement spec profession mechanics at all.
Skills
I don't have comments on utility skills, but I think the tooltips for Reversal of Fortune need work. It has the largest wall of text out of all skills in the entire game, with long sentences and lots of condition clauses. It could use a rewrite or a second paragraph.
Traits
T1 traits don't feel good. It is a problem when not picking a trait is an equally valid option. At least power for power sticks to the idea of "lose X and gain Y". The other two feel like "lose X and gain X". Another problem is they are mostly stat gain, so there is no little change to play style regardless your pick.
Other traits are alright, although I feel like restorative virtues should be baseline.