I cleared my own Wyrmic a bit ago (http://te4.org/characters/10195/tome/1d459650-8a05-4bb0-ada9-cd99aa2d6fdd
) and I do have some thoughts on this.
Of course, since I cleared before the new skillset changes, they're mostly theoretical. On the other hand, I actually made those two categories, so I have a good idea of the theoretical.
Also, I generally played a very spellcaster-like Wyrmic with basic physicals as a backup. This colors how I feel about some skills.
Stats: Str/Will/Cun primary. Strength because nearly everything you use, ranged or melee, runs off of it, Will for the stuff that doesn't run off Strength, and Cunning for Mindcrit which works for nearly everything you have. Dex is nice, but you have non-accuracy backups, and can reach a nice reasonable amount for most purposes just by leveling Combat Accuracy and keeping an eye out for accuracy boosting equips. Con is nice, but you're a +2 HP class that doesn't even have to be up close and personal if you don't want, and have no skills that run off of Con. Mag is pretty pointless, magic builds of Wyrmic are a waste.
Generally agree with that assessment. Halfling is better than it's given credit; You can get a massive surge of Mindcrit(which is rather hard to build) with their racial skill, and the rest of the abilities are pretty useful. Building Cunning is, as mentioned, pretty reasonable for this class. But otherwise, yeah.
Skills and general build notes:
Twohanders: A good way to get through the earlygame that's a lot more viable to stick with later, now. Mostly thanks to skills outside of the category, admittedly. Death Dance synergizes well with the new Bellowing Roar and Warshout is a good disabler, but the most interesting thing about the category is the huge Stun resistance off Berserker, to be honest. That gives you a very nice status defense, and combined with Icy Skin, enough damage to really wreck the earlygame without much downside.
Sword/Shield: Really good for the end of the game, especially on more caster oriented builds-I specifically invested 1/1/1/1 in it when I played, just so I'd have Assault for the final fight. Heavy shield builds are a lot more viable now that there's more secondary abilities. 4/4/1/3 is a good build-Shield Pummel hits max Stun at 4, Assault starts getting notably diminishing returns around 3.
Combat Techniques/Veteran: Not worth the effort, in general. Techniques is only good if you feel you have no use for unlocks at all(which, in fairness, is quite possible, Wyrmic has relatively low unlocks), at which point you can use it for the same reasons any other physical fighter would, but I find it overkill on a fairly mobile and versatile fighter already. Veteran's nice for a point or so in the first two skills, just to make life easier and simpler, but overall not major.
Sand Drake: Yeah pretty much agreed here. Swallow is either fairly bad outside of niche situations(annoying below-0 life enemies and very lategame enemies with tons of life, but if you're at melee range you should still swing for more than the thresholds it IDs at, for the most part...) or pretty great (If you are a melee fighter and need all the damage buttons and equi you can get for AM). Quake/Burrow are as stated, and Sand Breath might be the best ability Wyrmic gets, period. (Of note, Sand Breath has a 100% blind check. Unlike the other status elements.)
Fire Drake: Devouring Flame notably can critical hit, unlike most DoT. That can end up a crazy amount of damage if you're building up Mindcrit-over 1500 damage total over the DoT duration, from what I recall. This makes it not too bad if you're going for a more ranged oriented build-Wyrmics can keep enemies in DoT better than most classes, due to having decent status at range. Otherwise, basically agreed-Flame Breath is a nice fourth breath target(you don't really need more than four), but otherwise is dull. (Sadly, my run was before Bellowing Roar became great instead of an instant 1 and forget.)
Ice Drake: Generally great. If you're not leveling at least something in this, you're probably in the wrong class. Ice Wall is a good 1(I never have seen enough point in leveling it-this is a durable class with many other good 1s for escape and area control.), otherwise the rest are great for different purposes and builds.
Storm Drake: Sadly pretty bad, yes. Lightning Speed is a killer 1(and if I was going to level one of Wyrmic's many utility and area control skills, it'd be this, personally-at 3 it goes to three turns, which is a huge amount of area to cover in three turns.), and Tornado's okay(unwieldy, but really damaging, stuns, and can mindcrit.), but otherwise, pass.
Venom Drake: Did not exist when I cleared. Acidic Spray is kinda weird-it's good long term for more caster oriented Wyrmics, and it's a good short term skill for Wyrmics that have trouble in the earlygame, but it isn't good for heavy physical builds. Corrosive Mist should be one of the best skills on the tree-It effectively provides a big chunk of accuracy/APR, and potentially does lots of damage over a big area-even for melee builds, this is still worth considering, particularly with Superpower. Dissolve does a ton of damage if leveled(especially with on-hits like Mindstars. And the Legacy of the Naloren, though I didn't think of that when I made it.) and the breath is a decent filler breath.
Higher Draconic: Also didn't exist when I cleared. Prismatic Slash is a good 1, and can be leveled for a decent backup crowd control and more damage. Venomous Breath got nerfed from the original idea I had for it(Lost about 1/7th the power I initially had it pegged for...mostly because people kneejerk disrespect DoTs, particularly poisons, and I was trying to account for that.), but does still do some of the highest damage to area to cost ratio of any attack on Wyrmic, and nukes healing too-You can reasonably blow off 1200-1500 over six turns with this, over a 9 cone, which isn't too bad in theory. Wyrmic Guile is decent, but not really standout-mostly, it's a passive, for Wyrmic, which has very few passive effects, and synergizes well with Berserker. Chromatic Fury is great and probably should be 5ed by most Wyrmics-even physical ones like +10% physical damage and 20% physical resistance penetration, and the effect is much harder to reproduce for Wyrmics that are functioning like casters, making it even better for them.
The Generics are mostly simple: Fungus is a good 5/1/?(depends on how much you value the Equi gains)/1, Call of the Wild is mostly good but you should at least 3 Nature's Touch for sure, and Wyrmic gets a free unlock of Harmony from eating the Heart, so you should definitely pick up at least 1/5/0/0 for a nice set of unreliable but powerful bonuses(unless you really hate Elemental Harmony, or are running heavy AM and the cost is too much).
Generally speaking, Wyrmics come in two major playstyles to me: Melee(where you pick up all the melee skills possible, pick a weapon tree and level it heavily, then use breaths for status and sniping, with some utility skills for defensive reasons.) and ranged(Where you level the melee skills a lower amount, pick up multiple breaths and Mindpower based skills, and blast people mostly from high range, with your melee as a cheap, reliable backup.).
In the case of the former, AM is an interesting and powerful option-while you run tons of things off your Equi, making failure of the Shield much more of an option for you than, say, a Berserker, you also have tons of Mindpower to run it off, and you do have Stamina backup skills. In this case, managing your Equi is very important-keep sustains besides AM Shield off, be conservative with Equi use, keep secondary escapes and generally just play it cautious, and it should be really insanely hard to kill you.
In the case of the latter, Equi is far less of an issue. AM Shield is a lost cause, but AM Wyrmic for ranged is still an idea, for Resolve and Aura of Silence. Personally, I just chucked it. Running other sustains doesn't matter, and ramming into fail rates with Wyrmic is, as long as you have a backup escape and some heals, very minor. I would commonly get into 20%+ fail rates, but what it mostly meant was that I lost 20% of my damage, erratically. I could still heal, move, etc., which is a very important distinction. Generally speaking, with Wyrmic having a lot of fairly high CDs, this isn't even a big deal, since I usually missed out on a basic physical or something instead(since failed skills don't go on cooldown, thankfully).
Regardless, you want to at least dip some into the good skills on the other end(Sand Breath and possibly a second breath for melee as well as all of the escapes, not that you can avoid them on the way to most of the damage skills...and ranged Wyrmics should consider Berserker for the status resistance and backup physical, and Prismatic Slash for the combination of Mindpower and physical damage.). Wyrmic is never a straight melee fighter and shouldn't be played that linearly, and playing it as a straight caster means that you have to put up with fail rates when you don't need to.
So yeah, that's basically my thoughts on Wyrmic, off the top of my head.