Weapons/Kits: As far as weapons are concerned, there have been multiple discussions on weapons swapping, kits and their use, and range of weapons.
Weapon Range: This was a scheduled baseline trait until it was changed later on and I believe many Engineers, including myself, would welcome this. Lowering grenade’s range only gave us one weapon/kit with a range at 1200 or more (Mortar Kit) and Rifled Barrels was a trait that was used before the patch and making it baseline would give Engineers a bit more range back (especially when warriors with rifle have 1200 range and mesmer pistol offhand also have 1200 range yet Engineers have lower range with the same weapons).
Mortar Kit/Grenade Kit: Making the 1 skill autoattack, and take the range indicator off. I am not sure if this would help or if it would make the kits autoattacks better. The AOEs can be hard to land (especially Mortar Kit) but I don’t know if taking away the range indicator would help on the kits since it adds a bit more skilled play with the range indicators.
Bomb Kit: Bomb Kit seems to be lacking when it comes to overall use compared to the Grenade Kit. Bomb Kit needs a bit more spice and it might be in it’s new trait under Explosives. The radius is bugged at the moment, as well, and the condition duration isn’t as good with the new trait system taking out the stats. Perhaps adding cripple to the trait (cripple of bombs that hit) or weapon skills to keep enemies in the bomb radius or increasing the conditions or making every bomb pulse (including autoattack?) would be a better way to go about Bomb Kit. Also, the loss of Elixir Infused Bombs hurt Engineers a bit as well. Perhaps adding that into the trait, as well, or another trait would allow some synergy with the Inventions line or other trait lines.
Med Kit: Got completely revamped and many were intrigued by the idea. The healing isn’t as grand as what many thought however, and healing turret is still the most dominant heal. The boons/healing would need to be looked at/buffed for it to be considered over healing turret.
Weapon Swap: The Revenant recently obtained weapon swapping which is a much needed addition to the profession. However, weapon swapping to Engineers and Elementalist really wouldn’t help the class. That would give Elementalist 40 weapon skills (way too many) and Engineers have kits so they don’t need to swap weapons. Plus there is only 2 main weapons for Engineer (Rifle and Pistol) at the moment which have no cohesion with each other. Pistol/Pistol have no use on a power build, and Rifle on a full condition build.
I believe I have put down most concerns of the Engineer, but I am sure I missed something so expand on the topic and lets try to get some welcomed changes. It would be great to see some ideas that we, as players, come up with implemented into the game, especially into the class we enjoy and play the most.