I agree with everything but the stormcaller amplitude change... You're contradicting your statement about buffing other sub class perks with nerf to a certain subclass. Warlocks were/are supposed to have a longer ranged melee than the other two classes, hunters have close to mid range melee and titans have the shortest but their higher armor makes up for this in certain situations.
As forementioned in your post, nerfs to say the gunslinger tripmine grenade seemed a bit harsh, a dual nerf to both the damage and "sticky" properties of that grenade. If you're someone who is running a low armor build then it should've been no surprise that you died to that grenade or any grenade in general, especially when light lvl is taken into account.
If you were to start 3 New characters, one of each class, you would see that a titan has a higher armor stat, a warlock has a higher recovery, and a Hunter has a higher agility.
Vanilla crucible before the first nerf patch to autorifles was fairly balanced. I hardly noticed anything "OP" until certain exotics (Suros Regime and Vex Mythoclast[yes the Vex is a fusion rifle but it was a primary and fired in full auto]) started popping up more often in crucible. Something that could've been implemented to have prevented many of the nerfs that we've been dealt with so far is to lock exotics out of certain crucible playlists, I've heard that some of the hardcore "sweaties" actually ban use of exotic gear when they compete against other "sweaties". ...
[b]The majority of all the nerfs done to Destiny these past 2~ years have come from crucible related activities.[/b]
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