Firstly, these are obviously greatly PvE oriented changes that were thought of so enough of the 'don't change stuff just for sw'. And on that point, idc if it's just 1 hour of the day, a large amount of players simply play this game FOR that 1 hour a day, so it isn't wrong to say 'change this and sw would be better'.
On Point: Everyone will have there own thoughts of each skill, I agree and disagree with some point everyone has made, this list is the best 'jumping off' point I have yet to see and will hopefully be looked into by GF/RW for consideration. And on that note I'd like to add that IF changes are made to help with some of these slightly over-powered buffs, that the changes most liked (as never will it be 100% agreed upon) all happen at once. Rather slowly giving a slight nurf to each class over time. Kind of like ripping off a band-aid, this way it is made more fair to all playing one/some of these classes.
As for my agree/disagree list:
-My issue I'm finding with Illusion Blade Dance is not it's power, but its lack of a corresponding cooldown to represent how strong it is.
-Feral Leader is too much of a Dmg increase, I know you don't think so Mongol, but as you said, there are few Wd/W's on Reni to notice this.
-Ch/m skill as self-buff, 15 second cooldown is fine.
-Ch/m fix how damage is calculated for Elemental Rampage.
-P/s Iceblade was mentioned though I'm not sure why, 2 second cooldown wouldn't make people switch back to playing the class so no need for this.
-Authoritative Deterrance... What I've been thinking with this skill is nurf it to about 30% dmg increase (Max +50) and make it a knight primary skill. Because atm no other knight are really viable for hard runs.
-Agreed with R
uisen on Elemental Extraction, lower to 20% mdef/pdef decrease.
-Enchanted Throw idea of a delayed trigger time could help balance the class without ruining it.
-Wisdom and Bravery have this skill continuously checking gear being worn to change stats accordingly.
-Earth Core Barrier, being a M/Wd I know dependent this class is on this skill, yet how over-powered it can also be in siege war, unless your target has mdef. To fix this without ruining it best thought I have is have it trigger 2 Flames a second (So max casting speed) with a slight damage increase to try and compete with M/W.
-Shield of Discipline needs to a) Reduce less damage b) have a longer cooldown time. (chose one.)
-Ch/r needs glitches fixed with bugging patk & rune pulse.
-K/m is a tank, and as such for those who want to talk PvE only, needs a damage decrease, as they should not be expected to do dps anyway, though yes I know it can be played that way. (I'm talking changes here)
-Combat master should be maxed at 50 with 50% crit increase, as it becomes more over-powered with new level caps.
-I very seldom play warrior so I can not comment on Warrior's and there class combo's.
-As for the OP's comment on Mysterious Grace vs Awakening of the Wild, Grace gives a much better Damage increase for mages then AoW does for melee, so I would argue the opposite.
-ALL skills that ignore line of sight should be fixed, yes this is a strictly PvP issue, however they can also be used in PvE to gain an advantage over other players.
-K/S Holy Chain's should have a cooldown added or more effectively, a function similar to a M/Ch's discharge spam, where the target develops an immunity after taking too many stuns.
-That is all I wish to conjure up at the moment, however if more comes to mind I may add it in later.
Thank you for reading my opinions, and remember that they are mine, and in no way harm or affect you, so chill.