I will preface that I don’t know everything, I could be unaware to some metas, and there might be some builds out there I have yet to see which would change my outlook. However I wanted to provide balance thoughts on the warrior and see what people had to say.
the main issue is in sPvP, burst warriors easily outclass DPS and heavy CC/support warriors are outclassed by other professions utility.
Lets go with Greatsword/axeshield as our standard. Imagine a 4v4 fight occuring at the graveyard; a caster can stun a target (say a mesmer with his condition signet) and then the warrior can immideatly bulls charge in (and get a free KD since the skill is bugged) followed by frenzy hundred blades and almost guarnteed down a soft target with proper crit traits and amulet. -This is to Build addrenline mind you; once you have a full addrenline bar you can swap to shield set and stun evicerate for a guarnteed crit also isntantly removing at least half of a targets healthbar. Ironically in the current meta warriors have stronger burst than assassins at the cost of some mobility.
Compare this with say a shortsword – yea I could flurry the target but the damage takes much longer to apply than evicerate and does not fully utilize the 50% crit daze trait mastery (as the stun wears off after 1 second, and flurry lasts 4 seconds). Additionally the bleeding applied by the sword is not preferencial as typically there is not a lot of wiggle room in warrior bars to invest much into condition damage; there is already a tug of war between durability and crit (beserkers and soldiers amulet). Not only is the damage slower, it is on impression (I admit I have not actually done the math) less damage than what the burst build above provides. You would think there would be a tradeoff between total DPS and burst damage, but currently there seems not to be, burst wins.
Hammers warriors in paticular suffer from delayed casting times and relatively weak utility. the Hammer skill #4 is counterintuitive to scrims and is at best a weak peel to be used for teammates (other classes offer much better forms of defense) and the #5 has to long a casting time making it easily readable/dodged by the enemy. The earthshaker is alright, but is not worth the sacarfice the hammer kit as a whole implies.
This leaves maces and warhorn. The maces provide decent CC and defensive utility (block, interupt), but unless you are scrimming 1v1 you are generally as a warrior not the enemys first target which defeats the purpose. Additionally there are stronger builds with other professions for holding points than a warrior (guardians, necros, engineers, mesmers). The Warhorn gives allies decent buffs but they do not count as shouts, so specing into tatics to acquire vigorous shouts is ultimately fruitless. The only heals you can acquire are from utility shouts, and the only ones on a short cool down include skills with very short cast ranges (600 range) and which ultimately pail in comparison to the utility other classes can provide [for instance why create a shout warrior with shake it off when I could have a plague signet necro on my team which would demonstrate way more use with those conditions without having to sacarfice DPS in his build].
Suggestions:
Warhorn skills count as a shouts. If this proves to potent with the tatics trait you can lower the health gained per shout but as things stand the utility under tatics is not something worth pursuing. Also potentially increase the casting range of some utility shouts to 900 or so.
Rework Hammer skill #4; or at the very least increase the knockback distance to increase peel viaablity. Increase casting speed of the hammer skill #5 (the meta is currently dealing with a broken bulls charge, I fail to see the problem with faster casting Hammer KD that is just harder to dodge).
Create Traits that greatly amplify base damage for warrior weapons but does not get factored into critical strikes. There are a few 5-10% damage increase traits but they ultimately fail in dps when compared to what crit provides. Greatly increase the percentage amplifier with which these weapons can do damage but dont let these amplifications be considered in critical damage, so that you can create a meaningful tradeoff between warrior DPS and burst damage.
Mace – No ideas yet.
So yea, Have at it