I come from a school of thought where a 120 Point investment in a Skill should yield more than one single ability.
Offer up talents you think should be in game but are not. Or talents that could build upon current Skill Sets and make them more versatile.
Fear - Necromancy
Taunt - Tactics
Guild Standard - Tactics
Phalanx - Parrying
Shield Bash - Parrying
Offer up talents you think should be in game but are not. Or talents that could build upon current Skill Sets and make them more versatile.
Fear - Necromancy
Your assailant is overcome with Fear and begins running in the other direction. The more sadistic of the Necromancer Clans might even cause their opponent to leap off ledges to their demise.
Taunt - Tactics
The targeted opponent will loose interest in their opponent and turns on the Tacitician.
Guild Standard - Tactics
The Warrior can plant a Battle Standard in the ground. Other people in his Guild / Alliance can stand near the Standard and have their powers augmented.
Phalanx - Parrying
Three or more Warriors can stand together and cast this spell which increases their DCI / Block Chance based on the number of Warriors and their Distance from one another. Warriors must be wearing a Shield. (Would be a boon to Paladins / Pure Warriors and would promote Cross Healing / Grouping.)
Shield Bash - Parrying
The Warrior can slam an opponent with his Shield. The opponent receives damage and is stunned for a moment. (Paladin / Pure Warrior version of Nerve Strike.)