I read every response completely. No joke, I really did. What this crusty old DDO player keeps getting hung up on is the changes are effecting different builds to wildly different degrees and often time in multiple ways.
The crit change hurts sirith users most. I have had my staff slinger since around the time cap moved to 20. I have enjoyed him very much, he went from full flavor gimp to fully functional toon with the acrobat pass and introduction of sirith (even though my toon didnt maximize the uberness because he has heavy monk levels to fit with code better pre-acro pass)..Now it looks like my particular build not only is getting hit the worst out of all the weapon types my particular multiclass build setup is getting hit exponentially harder than a 18/2 or pure acrobat would. Yeouch. Can't help but wonder why, I've now played the new barbarian, bard and paladin classes a few times each to 28 and I can state easily that they are all better/MUCH better than my acrobat. So in the interest of balance I see the numbers effecting flavor/off color builds harder than common meta builds in this case, my question is why? I have seen acrobats do well, my acrobat does well, but its harder to keep alive. Getting trap skills up is more difficult without sacrificing DPS yadda yadda, ddo char gen is complicated and I don't think your changes are adding to balance or diversity, instead you are narrowing the meta game and killing some builds that are decently relevant.
Your changes to holy sword are concerning as well. I currently do not have a ranged paladin in my stable, I have grouped with quite a few though. They do seem capable generally. Rogue mechanics spank them completely for overall group contribution though, so why would you make a change to kill a very specific build. I am very specifically saying KILLING not adjusting. You are taking a critical piece of somebody's build and you just say 'nope'. Why? Do you not want ranged paladins at all? Why are you limiting build diversity? If you want to adjust ranged paladin DPS down, do it. Dont kill it completely, that makes zero sense. You will jilt players who leveled and geared up a ranged paladin toon and given them no option but to TR, delete or shelf it until new changes come along that make them playable again. This doesn't feel like a healthy maneuver to play with your playerbase.
Barbarian ravager changes: Saw it coming. The change looks large yet well thought out. Nerfing this instead of their granted monster heal amp makes it a play skill heal instead of a constant heal. This is good and will frustrate some, but it is good.
Warlock: as someone else mentioned. ***? Did you not listen to anyone that play tested them before they went live? Creating a class that is so easily played and at same time overpowered completely shifted group mechanics in the game. For the worse. Warlocks burned so many folks, it was seriously a bad bad implementation. Now rolling out your 2nd set of nerfs. Did you purposely introduce them grossly overpowered to improve sales with the plans to nerf them once people had bought something? That creates bad feelings among everyone involved. The dudes that didn't buy are regulated to support the warlock roles and think they suck (don't laugh, I've seen this repeatedly) and the dudes that bought warlock are now 'suffering' repeated nerfs as you bring them down into the realm of somewhat balanced utility. Other than that, I agree with nerfs: the aura burst should have even lower scaling IMO.
The TWF pass sounds like you based it off of single target DPS. As others have clearly stated twf builds lack much of the friendly playability that THF build variants do, and SWF users are what I view as the absolute highest meta (swashy/swashy ravagers/ravagers ive all played SWF and found it superior). TWF takes more feats, its hitbox is buggy and inconsistent and there is always the detriment for having to craft twice as many weapons. 6 melee power isn't a massive nerf, probably will not even be noticed actually, but I think its the wrong direction. In my humble opinion the current pecking order as far as attractive overall gameplay is SWF > THF > TWF. With monks needing their pass ASAP.
The armor pass I completely disagree with, it was implemented to get people to play heavy armor users instead of splashing for evasion. It worked. If you need to adjust some numbers slightly to balance things out that is great. But implementing the original armor pass change to get folks excited on some build diversity then saying 'nope' and putting them at full magic damage with no evasion again will really REALLY aggravate people who spent long hours building and gearing up heavy armor toons. I think the balance needs to come from slight MRR adjustments not complete scraping.