Some Responses on Trapper of Foes
On Nimble Fingers, the finesse is there, specifically, for trap consistency - though getting more finesse to consistently hit shouldn't be unwelcome.
On Decoy/Deadly Decoy, it could be made indestructible and simple explode on a timer. Maybe it would make more sense to have the Decoy become different variants. Decoy and Deadly Decoy. They could share a cooldown and do different things so that there would be utility to each variant.
Decoy - being the taunt version that extends its duration with Master Trapper. Better utility in small fellowship/solo play - when needed.
Deadly Decoy being the version that adds the critical chance buff after exploding. Better utility ins fellowship and raid play.
On Combat Traps, I could see moving this up to 2s per rank, but with the addition of explosive traps moving all traps to AoE effects, we need to be cautious with cooldowns.
On Endurance, I really do think that all the stances need to be updated. I'm looking at ways to update these this weekend.
On Danger Sense, I could see a modest increase to the daze and root, but a large boost would likely not work.
On Bard's Arrow, we will see where the numbers end up. It may be that the damage on bard's arrow does not need to come down.
On Advanced Placement, I can see this being +10-20m over the current 5-10.
On Master Trapper, given my comments above, Decoy might gain duration. The ommission of Triple Trap's damage boost was just a copy/paste error. I could also see Tripwire moving the knockdown duration.
On Distracting Shot, with the full trait and max tracery, you'd drop the cooldown to about 14s. It's conceivable that the new trait Improved Distracting Shot could see a 5s duration/rank improvement too.
On Trapper of Foes in general, there is a desire to push this trait tree a bit further and to allow the utilities to overlap. We will get there through testing, of course.
Some Responses on Huntsman and a Question
For Huntsman, I am going to start by asking the question. The larger responses to the alterations proposed for Hunstman are focusing on the addition of melee to the trait tree, and the fear that this would negatively impact the ranged mobility. That would not be the desired outcomes. That is why, for the most part, the changes to traits and set bonuses are adding melee aspects, not diluting the existing ranged mobility or damage. The one clear exception is the removal of Barrage. To adjust for that I would like to understand better, how most of you are using your current rotation. Could you share your current rotations for landscape, solo instance, small group, etc...?
On Impactful Arrows, this could also increase melee damage too, yes.
On Hunter's Voice, I could see a small boost to the shield too, yes.
On Shot through the Heart, I could see this affecting the melee skills too.
On Hunstman in general, therelikely does need to be another melee and the most obvious choice would be to return Blindside back into the arrow thrust through the enemy followed by a ranged shot. There might be a nice compromise here where the range on this skill is increased further than traditional melee skills. Oh, and all the melee skills will have their range unified to the standard distance for other melee classes. The strange disparity needs to be normalized.
Just to close this out, the goal with incorporating melee into this tree is to make it an additive aspect of the trait tree, with better benefit in longer fights - traditionally group play. A well-played version of Huntsman using the mix and match of melee and ranged skills should be roughly comparable, in damage output, with a well-played Bowmaster.