The Troa'ler nerf is big news.
I refuse to complain about it, despite many of my toons' dependency on it.
Instead, I'd like to point out that along with this change perhaps this is a valuable time to review some class specific weapons/weapon lines that may provide a broader level of immersion for the classes who will be hampered by this change.
Lets have a look at some prof specific weapons/weapon lines that could be adjusted to promote better prof identity and immersion.
FIRST
Grenade for engi. Takun would be pleased I think.
Make a secondary grenade skill (in the way that sneak attack opens backstab), but instead, make it a passive proc, that when the skill to activate it is sufficient, it becomes active immediately and irrevocably (say, 400 skill)
The proc ONLY activates if the user is operating a grenade weapon.
Proc is offensive (20% on landed hit)
Shellshock: -200 AAD, -200AAO -1000RS, -20% crit resist on target at self level 200 (220AAO/AAD/1100RS/-22 crit resist at 220) 5 second duration
That's it. Engi's are sorted and with this one change, Engi's will be competitive in PVP with grenade Weapon lines with this
SECOND:
Grenade line needs to be bigger, bolder, check much lower (i.e. some of it needs to land in PVP)
Boost static modifiers to total: 20% crit, 6% all reflects (would demolition experts really not protect themselves?)
Thermal Primer: check is good, add a big dot to this that ticks 10x every 3 seconds so it can be up full time, change activation to 1 second
Install Explosive device: check is good, make activation time shorter (3s) and the delay shorter
Suppressive Primer: check is good, put the dot back on this that ticks 10x every 3 seconds so it can also be up full time in combat - make the dot tick on BOTH health and nano, and not as strong/damaging as thermal primer, activation 1 second
Install notum depletion device: check is good, everything is good except the activation (3s)
Imo this would sort out Engi's nicely.