As listed in the WDA, rogues are getting a new enhancement to fight Constructs. The concept is nice: rogues are normally weak against constructs due to sneak attack immunity, rogues have some anti-machine skills in the form of Disable Device, therefore rogues could use that to battle constructs. But as written, it's not good enough to take.
Rogue Wrack Construct I: +1d6 damage on constructs, 8 sec cooldown, 2 total AP
Rogue Wrack Construct II: +3d6 damage on constructs, 8 sec cooldown, 4 total AP
Rogue Wrack Construct III: +5d6 damage on constructs, 8 sec cooldown, 6 total AP
Here's a rule of thumb: Minor benefit + Short Cooldown = Recipe for Failure. Let's cut to the chase and look at the single situation in DDO where you want to do the most hitpoint damage to constructs: Phase 1 of the Shroud. It takes prehaps 45 sec to kill one portal, meaning a rogue has the time to use Wrack Construct about 5 times. That's +17 damage from tier 1, or +87 damage from tier 3. And these portals have unknown thousands of hitpoints.
Compare it against Ranger Favored Damage I, another enhancement that grants extra damage against a limited category of enemy. In 8 sec a typical rogue with a single weapon can attack 14 times, meaning Favored Damage I would give +14 against Constructs (if he could train it). (And if the construct isn't crit immune, there's even more damage). In comparison Wrack Construct I gives +3.5 damage, and only if the user correctly presses the icon every 8 seconds. The downside of needing to hammer an icon on a short interval should not be underestimated. Plus, of course, Wrack Construct effectively costs more AP, because not all rogues will have Disable Device I already.
Here is a long list of alternatives to the announced Wrack Construct enhancement. I like choices 4 or 5 best.
Option 1: Multiply the damage and cooldown by some number.
Tier I: +3d6 damage, 24 sec cooldown.
Tier II: +9d6 damage, 24 sec cooldown.
Tier III: +15d6 damage, 24 sec cooldown.
This would give the same overall DPS benefit as the current plan, but free the user from needing to hit the icon so often. I don't really think this amount of DPS is worth it, though.
Option 2: A per-hit bonus
Tier I: +1 damage against constructs that you flank, or that are denied dex AC bonus.
Tier II: +2 damage against constructs that you flank, or that are denied dex AC bonus.
Tier III: +3 damage against constructs that you flank, or that are denied dex AC bonus.
Option 3: A chance for sneaks
Tier I: Your attacks have a 10% chance of bypassing a construct's immunity to sneak attacks.
Tier II: Your attacks have a 19% chance of bypassing a construct's immunity to sneak attacks.
Tier III: Your attacks have a 28% chance of bypassing a construct's immunity to sneak attacks.
Many players will like this best, but I feel it is too situationally powerful, badly themed, and has too much syngery with sneak-damage / assasination bonuses. In terms of DPS it is nearly 4x as good as option 2, and over 13x as good as Wrack Construct as it was announced.
Option 4: A debuff
Tier I: You have learned to impair the functioning of machine creatures. When you damage a construct with an attack, it may suffer a -2 penalty to attacks, damage, AC, and saves. Fortitude save DC 14 + int mod negates. The effect lasts 15 seconds, and the target is immune to this effect for that duration, regardless of the result of the save.
Tier II: Penalty is -4, DC 16 + int mod
Tier III: Penalty is -6, DC 18 + int mod
This choice moves away from the hitpoint damage, making it useless to break portals in The Shroud. But it would be more helpful when fighting other constructs, as it makes them less dangerous and also easier to hit. Let's be realistic: generally when high-level parties fight golems they use Smiting weapons, so hitpoint damage is nearly irrelevant. This effect would remain useful regardless of if you're fighting constructs with damage or with smiting. Also, the fact that it is passive is a nice benefit for the player, who's freed of having to juggle another active icon. Notice that Warforged have better fort saves than other constructs, and will generally resist the debuff.
Option 5: A skill check
Tier I: When you damage a construct that is flanked or denied dex AC, there is a 5% chance you may add a Disable Device check to the damage.
Tier II: When you damage a construct that is flanked or denied dex AC, there is a 10% chance you may add a Disable Device check to the damage.
Tier III: When you damage a construct that is flanked or denied dex AC, there is a 20% chance you may add ac Disable Device check to the damage.
This choice has the fun result of encouraging rogues to equip a Disable Device skill item when attacking constructs.
As mentioned, I would prefer option 4 or 5. But anything's better than what was announced.
PS. Regardless of what else is done, Way of the Mechanic should suffice as an alternative to Skill Disable III for qualifying.