that's what we're here for!
I also don't really want to try to balance around 2 tricks = 1 skill prof, since a skill prof is not generally worth that much. As one example of how this ends up working out, you'd get six tricks for skilled, which moves that feat from "sorta bad" to "compulsory." I don't want to tone things down to that level of balance, especially the higher tier abilities.
My feeling is basically that martials are a bit weaker overall especially at high tiers and that balance has always been very fuzzy because this is a team game, so its fine to freely give out abilities that are mostly situational/OOC to them, as long as these abilities are balanced with each other.
yes, I will add that.
That does work, and arguably makes multiclassing into fighter (rather than just dipping) a lot more practical. You're a 8th level wizard, 3rd level battlemaster, but next level you can grab Dauntless and that seems cool.
That's by design.
I really don't want skill tricks to ever get into the situation where you're just spamming piledriver every turn, that's lame. Rather, I'd want piledriver to be a more situational thing. The damage is good, but by the time you get it most targets you can piledrive aren't worth using it on. But then you're a rune knight and you have haste cast on you and suddenly you're grabbing giants and then suplexing them twice.
Ultimately the system needs some constraints and you're left with either resource economy (didn't want to add another resource to these classes) or action economy.
Though something like stabilizing an ally with a healer's kit is already situational so that can just be strictly improved.
I did try to do this, the only counterexample is dauntless.
which I really like but I suppose you are supposed to kill your darlings.
True. For one example healing hands should definitely scale.