I wont say anything about the pruning as that was the design intention no matter if i like it or not and has happened across the board…BUT…
How arcane was changed WITH the pruning really hurt the class in its playability. In M+ and Raid you have 2 generators (Pulse and Blast) that are 2 second casts and at 19% haste its 1.9 seconds, with 4 charges its 1.3 seconds…the problem with this is i need 20 stacks of salvo before i can do anything. So starting cold, it takes 10 seconds to reach 20 stacks as a baseline ( a little less with full charges after first 4 casts) but this does not include having to move out of ground circles and other abilities that lead to spells cancelations all to restart again. Our other avenue is to use a clearcasting proc of ORB (if you get it) to help your salvo generation, not efficient but it has to be done when trying to time your cooldowns with an impending Lust/Hero while other class are already well within their cooldowns. Talk about feeling bad.
Fix: Make our first hit or the start of entering an agro table create a proc of clearcasting. Its not the perfect solution but it would help the rng at the start of pulls in both raid and M+
Why aren’t any of our defensives off GCD, especially being a class that uses massive 2sec casts for the majority of our spells. This leads to more canceling of spells midcast to quickly hit a defensive or taking the risk on surviving the hit (pretty sure we all know how that turns out).
Fix: barrier at the very least should be off the gcd to quickly be placed on when in trouble.
Clearcasting orbs come out as 3 separate instances instead of one, meaning if you have to move while the 3 are coming out, each orb has a chance to shoot out to narnia wasting damage and endangering the group with errant orbs being slung out.
Fix: Make the clear cast orb one instance of Orb so that they always come out together in the same direction every time.
During naked TotM its hard to get 2 fully charged barrages out because its based again on a proc of clear casting. No proc, you wont get two fully charged barrages out because you will have to generate 15 stacks natty. I think I have to send a 16 -18 charged barrage at the very end of touch.
fix: increase salvo charges generated or clearcasting proc rate during touch of the magi (doesnt need to be much)
Why has missiles been so eradicated to the point I have no need have it on my bar at all? Im scared to even ask this because history has shown that you will change the skill in away that it becomes mandatory to use even if its effectiveness and efficiency is less than desired.
Fix: possibly design our tree where either Orb or Missiles is our Aoe/Single target alignment. Or maybe increase the amount of salvo charges it generates but for this please allow slipstream to always be applied to clearcasted missiles without the talent.
I can think of many other issues but i think these are the biggest. I think the damage numbers are OK but my issues in playing the class and how clunky it can feel most of the time in making it work.