The heavy emphasis of this remake is on having more buttons to press than the 3 I named above, more rewards for going all the way 5/5 into a talent, greater mobility, and lots more encouragement to take risks by offering greater rewards for doing so. The passive portion of Berserker Furry works well with Bloodbath and should encourage players to be less afraid of taking hits.
I've spent the last 3 weeks drafting and revising this list of improvements to Berserker with the help of PureQuestion, tomisgo, DarkGod, Shibari, and others in IRC. Some or all of these changes have a decent probability of making it into the game, so here is your chance to provide feedback and possibly alter the course of where the Berserker revamp is going.
New Berserker Talent Categories
2H Weapon Assault (replaces 2H Offense)
This is a series of increasingly devastating attack techniques that require a 2H weapon to use.
Justification: The old 2H Offense category felt unfocused, this new category is very clearly about putting the hurt on your opponents from first to last talent, and about giving Berserkers buttons they really, really want to push! Screw bumping into monsters all day, leave that to games like DCSS

Fearless Cleave (NEW!)
Take 1 step towards your enemies, using the momentum to swing your weapon strongly in a 3 square arc (centered towards your move) for 110% to 210% damage. This costs 16 Stamina, but has no cooldown.
Justification: This is intended to eliminate that crappy old melee strategy of walking up to opponents until you are 2 squares away, then waiting a turn so they walk next to you and you get the first hit. Berserkers don’t wait, Berserkers rush into danger! This talent is key as heck to the new Berserker and embodies the idea of taking risks. If the monster doesn’t die, you are probably going to get smacked, but you know that, and must be fearless to use it! The lack of cooldown is because I want there to always be a button to push, but it is limited by the movement requirement because once you are next to a monster you would need to make a gap to use it again (unless you fearlessly cleave into another incoming monster!). Also Death Dance was the only basic AoE attack prior to this being added, and while this isn’t a large AoE, it will help a bit. Finally, it offers an alternative fight opener to Rush, which is more appropriate for ranged opponents anyway. It also could synergize well with Warshout!
Stunning Blow (Moved from the deleted 2H Maiming category)
Stun an enemy for 3-5 turns while doing 124% to 155% damage, 5 turn cooldown. 8 Stamina.
Justification: One of the only good attacks vanilla Berserker had (so I kept it), but I lowered the max duration because it was a tad too good. Lowered the CD because Berserkers needed more buttons to press.
Death Dance
Attack all surrounding enemies for regular attack damage, and cause bleeding damage that does 50%-150% (scales w/ effective skill level) normal attack damage over 5 turns. The cooldown is reduced by 1 for each enemy you hit with Death Dance.
5 turn cooldown. 20 Stamina.
Justification: Death Dance was effective, but boring as all get out. There was also not much of a reason to put more than one point in it. This new version needs some testing, but would be more interesting and fun. The bleed is for flavor, but also interacts with Bloody Butcher.
Execution (Replaces Death Blow)
Deals an automatic critical hit, ignoring an additional 20-100 armor, and boosting your attack damage by 1% to 5% per enemy missing hp %. For example, an enemy at 20% life would cause this attack to deal a bonus of 80% to 400% based on skill level. Cooldown of 10-6 turns. 25 Stamina.
Justification: Draining lots of Stamina to do one attack was a bad tradeoff that meant less button pushing. I added the Armor Pen as some extra insurance that the skill will still work as intended even vs. heavily armored enemies. It still has a relatively high Stamina cost, though, because it is appropriately powerful for a tier 4 attack skill. The chance of instant kill was irrelevant because once something is below 20% hp it was going to die soon regardless.
Strength of the Berserker (replaces 2H Maiming)
Justification: Sunder Arms / Blood Frenzy GONE. Instead, this is a powerful Berserker-themed utility category. The Sunders were boring, Blood Frenzy was not useful. There was really no salvaging the original category, and Berserker / Warshout needed new homes now that 2H Assault was refocused into a series of attack skills.
Berserker Rage (Berserker renamed from 2H Weapon Offense)
Sustained. Instant. Gain x attack damage (scales w/ Str) and beginning at rank 3 x critical dmg bonus (scales w/ effective skill level) per turn while sustaining. You push your body to its limit and lose 2% of your max HP per turn while Berserker Fury is active. Will not reduce player below 1% hp, will not auto-disable. Cooldown 30 turns. (keeps old Stun and Pinning resist values)
Passive. You gain + 0.5% critical hit chance for every 1% missing current hp.
Justification: Old Berserker was a newbie trap. Losing 10 armor in the early levels is too dangerous, but late game it was irrelevant. The accuracy bonus wasn’t necessary, but Berserkers could have a hard time with high armour targets. The new hp loss dynamic plays well with the new Bloodrage and helps emphasize that players need to focus on hp regen as a stat. Renaming is necessary so people know whether you’re talking about the class or this skill.
Shattering Blow (Revised Sunder Armor)
An attack for normal damage that aims for the enemy’s defenses rather than a killing blow. Reduces their Armour value by x (scales w/ strengthl), and shatters any damage shields they currently have. Cooldown is 15-5 turns (scales w/ effective skill level).
Justification: A good utility skill and one that DarkGod already revised prior to any work I began on improving Berserker.
Warshout (From 2H Weapon Offense)
Unchanged.
Justification: The only other great CC Berserkers had. Fits the theme of this new talent category nicely as well.
Relentless Fury (NEW!)
Instant cast. May be activated when the player is below 30% stamina to cause +10-30 (scaling with Constitution) stamina regeneration for 4-8 (scaling with effective skill level) turns. While this buff is active you also move and attack 10%-30% (scaling with effective skill level) faster. 30 turn cooldown.
Justification: With all these new buttons to press in 2H Weapon Assault, Berserkers are going to be a lot more pressed for Stamina. An ability that only restores Stamina is boring though, so the speed bonus was added! To prevent players opening fights with this, the 30% stamina requirement was added. This is a “glue” skill that ties the concept together by encouraging players to spend Stamina and press buttons as much possible, and will let them take advantage of Fearless Cleave’s lack of a CD even early in the game.
Bloodthirst
Available as an initial category, swapped w/ Combat Veteran Passives so players have access at level 1. This was the only flavorful, defining, and generally really great vanilla Berserker category and new players should get to play with it as soon as possible to understand why Berserker is good and what is different about it from other melee classes.
Mortal Terror
Moved to Tier 1, otherwise unchanged.
Justification: Bloodbath requires critical hits to function...
Bloodbath
Moved to Tier 2, otherwise unchanged.
Justification: See above

Bloody Butcher (replaces Bloodrage)
Passive. You gain 10-30% dmg (strength) and ignore 10-50% physical resist (effective skill level) vs. Bleeding enemies.
Unstoppable
Max duration reduced from 7 turns to 5,
Justification: due to revised Berserker Rage making those 5 turns a LOT more powerful, and it seems to be a general consensus that vanilla Unstoppable is already too strong.
Looking Forward
So, coming down the pipe and pending approval from DarkGod some time far in the future (possibly a month or more out, possibly not in time for pushing the first Berserker update) I will be introducing a Dex focused category called Primal Hunter. The most flavorful aspect of this category will be the inclusion of a Throwing Axe ability with a moderate cooldown. All I can tell you about it for right now is that it will NOT be a damage skill without some kind of melee component involved. DarkGod was very clear about that, selling him on giving any kind of ranged ability to Berserker will be an uphill battle. I think though, that it is thematic and fun enough to justify, and it will simply be another test of my ability to design something that is a good match for ToME and Berserker itself.
Short version: I agree Precise Strikes is not a super compelling reason to dump into Dex. I want to make a new advanced (locked) Dex category named Primal Hunter. There will (hopefully) be a throwing axe involved.
I have yet to come up with anything compelling regarding a new Constitution based talent category, but that doesn't mean I can't. I am currently spending most of my free time on another project for DarkGod (not Berserker related) and when that is over I have many more really cool ideas that I think the players will love once they are as properly fleshed out as Bloodied Berserker has been.
Berserkers have always been a favorite trope / character of mine, and you can bet I will be closely monitoring these changes and suggesting further refinements as necessary. It is my greatest hope that everyone playing the new Berserker has a lot of fun doing so!