I’ve read only some of your proposed changes, but a large amount of them is more a nerf than a fix.
From the dagger that you want to make his slower, making it worst, expecially why it’s the only weapon we have to obtain “good” health with Vampiric Aura andi is our only chance to obtain a kind of heal while in dps mode.Then something like that:
[Mighty Shroud]: Toughness bonus increased from +180 to +250 in order to earn its place as a taken trait choice.
[Dead Skin]: Toughness bonus per stack reduced from +300 to +150 in order to better balance it with [Mighty Shroud’s] toughness-to-power conversion effect.
Will really be a nerf. Expecially about your Death Skin (I can think that is Corrupter’s Fervor, right?), that change will make it a really worst trait to chose, making the traitline really a worst one, expecially for a MM. obtain +70 toughness while in DS and lose 150 toughness both in DS than in normal play? When the Scrapper specializzation will obtain a similar trait that will give him a +500 toughness and 20% condi reduction? Simply, why???There’s some little (very little( good things, but all the other things will be a nerf more than a fix or a power up.
Since when did I say that necromancer needed a buff? What about “holistically conceived design” gives the impression that I was out to just pour mindless buffs onto the class?
Dead Skin/Mighty Shroud
That said, the idea behind the Dead Skin is over 2 years old now, and given that this redesign allows the Necromancer to begin a fight with death shroud available (as well as ways to ramp up the life force pool quickly at the beginning or leading into a fight), taking both traits would result in a titan at the simple press of F1: an instant juggernaut with (if we’re talking pvp zerker amulet) 19k HP, 3638 armor rating and 2954 power without might (did I mention that this was just with zerker ammy and nothing else?). The toughness reduction to Dead Skin and slight increase to Mighty Shroud finds a medium which also helps define the two individual traits: Mighty Shroud is a power booster trait; Dead Skin is a life force generation trait.
Dagger
As for the dagger part, I’ve already mentioned that these changes were made within the context of “balancing spam.” Tragically, anet went ahead with making autoattacks into actual skills instead of just generic non-skill filler spam. That move greatly complicated the act of balancing what happens when a player runs out of abilities to do, and in the case of GW2 in which mindlessly racing through a rotation is meta, it made what is meant to be mediocre filler damage/a last-resort finisher into the most effective thing that a lot of builds can do given that a typical rotation in GW2 relies heavily on instant or near-instant abilities/passive triggers.
While it’s not necessarily bad that autoattacks are unique, the fact that they often deal ludicrously high damage or effortlessly contribute to passive DoT spam makes their effectiveness very contrived (they aren’t good or bad in the way that one uses them, but rather they are super effective just by virtue of the player mashing 1). It’s also funny (and it says quite a bit about the raw over-effectiveness of autoattacks) that you didn’t mention the life force generation that the Necro dagger AA provides; you only focused on getting passive health back from mashing a fast-attacking 1 slot.
Autoattack tl/dr
All autoattacks need a serious toning down in order to put combat emphasis back into skills that actually require some semblance of timing or commitment in order to use. That, however, doesn’t mean that autoattacks need to lose everything about them which make them unique on a weapon-to-weapon basis—except for excessive condition spam (which is why the scepter AA has a projectile and a longer cast-time now in order to provide counterplay that isn’t just “be invulnerable,” “press the cleanse button that you may or may not even have,” or “passively regenerate health/heal yourself at an unnecessarily high rate”).