Thanks for the comment.
So I've been re-reading the last few pages of this thread, trying to figure out where I left off.
Things I'm getting are:
1) I tend to play all-element style, grabbing all the strikes. Other players do not necessarily.
2) People note mana generation may not be up for sustaining a mono or dual-elemental build using the closed spell trees.
3) The trees that needed the most work were the 2 generic trees. People seemed more or less happy with the class tree options and selection.
Comparing to some other classes, I've noticed some things:
1) Feather Wind is now doing a lot, not only providing 15% fatigue reduction, but 100% pinning resistance, over 50% stunning resistance, plus ranged defense, some trap immunity and movement speed. Oh and its original purpose of increasing carrying capacity is still in there somewhere...
2) Stone skin not only provides armor, but a cooldown reduction effect (possibly quite powerful on Stone Wall).
3) Automated Cloak Tessellation provides flat damage reduction against all types of effect, plus a flat chance to do something not unlike Master Deflection all the time.
Which makes me think Arcane Armor needs a rework.
At 5/5 Arcane armor currently is:
up to 24 armor (depends on worm armor, helps massive armor the most)
So one option I'm thinking of is turning the armor portion of Arcane Armor into a flat reduction against everything like Automated Cloak Tessellation, decouple it from worn armor (to allow people to go light armor if they so choose), and have some small fraction of the absorbed damage be converted to mana. Something like at 5/5 and level 50 stats, reducing all damage by 25 and generating something like 0.1 mana per point of damage absorbed in this way. (Each independent hit/proc effectively producing up to 2.5 mana late game). It would retain its fatigue reducing effects as well.
Similarly, looking at Mana Focus, which at 5/5 currently is:
2.0 mana returned on melee hit
Comparing against the Arcane Blade and Shadowblade equivalent talents which are:
Physical/Spell Crit +14%
13.7% attack/spell speed
It seems to be a bit lack luster. The other two seem to be trying to increase overall damage per turn by 7-15% (depending on crit mod - possibly more). +2 to +4 mana per turn while in melee hitting stuff doesn't quite feel the same, especially for a 5/5 generic investment. Given the class is in the Mage category these days, it starts with 0.5 mana generation, unlike the Arcane Blade and Shadowblade, so even the mana/turn isn't as crucial. I'm tempted to remove the mana/turn and just make the mana on hit be very large, and possibly doubled for two-handed weapons, to even it out with dual-wielding. Something like at 5/5, 10 mana per melee hit dual wielding, 20 with a two-hander, and 15 with a weapon and shield. So if you're in the thick of combat, its more, but if you're hiding around a corner not really anything.
So you do lose out on the bonus mana from mana surge. At high level, say 1300% every 25 turns, which is 10.79 for 10 turns out of every 25. 107.9/25 or about 4.36 extra per turn. This would increase mana for dual-wielding by 16 mana per turn, every turn that you are swinging those weapons. Lets say in combat that is every other turn, for about 8 extra mana/turn average.
Both changes combined results in a class which generates more resources when actively in the thick of things at the expense of when running away or hiding, which I think may be a good thing.
I still also want to consider some changes to the other generic talents but this is what I've got so far for ideas. Comments and suggestions welcome.