The elemental side of the wereform tree got a nice workover in 1.10 (rabies and fireclaws) but I feel that the improvements to regular melee skills are far lacking when compared to some of the changes to other classes such as paladins (zeal became uninterruptable, for example) and barbs (increase of critical strike chances, for example).
In order to address these balance issues, I suggest the following synergy changes to wereforms:
1) Hard points to werewolf should add attack rating (ar) to werebear (it's 15%/lvl for wolf form. This would allow the skill maul to actually have reasonable attack rating)
2) Hard points to werebear should add defense to werewolf (5%/lvl would only hit 100% def but the small amount would fix some balance issues)
Less important:
1) The skill feral rage could synergize another skill - for example, if it added a hard amount of passive run/walk (1% / lvl for example) it would be used more often.
2) The skill maul would benefit from becoming uninterruptable - it is completely unusable with a shield as is because of the horrible block and fhr frames given to bear forms. I know you guys attempted to fix bear by adding life and defense in 1.13, but the real problem is bear form ias/fhr/fbr break points
That's it! Thank you for your consideration.
edit: I see I am not alone with these suggestions! Another player made some similar suggestions as I was putting this together.