[Edit: Before you read on, let me emphasize that this thread is only concerned about Mechanic flavor [as differing from Artificer] and overall Mechanic balance, and not how Mechanic balances to Artificer.]
Since the other mechanic thread isn't focused enough on it, I felt this topic ought get a fresh thread.
Mechanics have three benefits: increased trapping, increased disarm/search/etc, and crossbow skills.
Artificers are int-based, which narrows the gap on the second bit, and have better crossbow and other abilities, lackluster trapping bonuses aside.
At the moment, mechanics are- regardless of their nerf-to-op status- redundant and bland. What are possible changes that could be made to distinguish them?
More trapping focus, culminating at an impressive tier 3 benefit?
A change to dungeon styles to better effect their rogue skill boosts?
Improving crossbow benefits seems the least useful element for distinguishing mechanics, even if they could use the combat boost. So.. added bonuses to reflex saves?
Improved abilities vs constructs? That last one is definitely useful, appropriate, potent, and unique, especially if it starts being allowed to apply to ranged attaks.
As such, that has my vote. What are everyone else's thoughts?
Edit: General opinion, both in this thread and among friends and guildies seems to be improved trapping/grenade potency and usefulness, with the added suggestion of tier 3 mechanic culminating in a Blown to Bits-style bomb-placement ability (which, due to its potency, would be on a 5 minute or so timer).
This would serve three purposes: Making traps worthwhile, making mechanics unique, and making up for any mechanic combat deficiencies, while still emphasizing their differences from primary combat/assassination classes. To that point, Assassin and Arcane Archer have instant kill abilities, which while not affecting in a blast radius would proc far more often; As such, a bomb would fit right in balance-wise, while still having unique flavor.