Tactician: This line of abilities belongs more with the General-esqe Defender. I can see how a brave warrior at the fore of the enemy lines would inspire your army to fight harder, but for the sake of Path identity, it really steps over into the conceptual territory owned by the Defender.
Leadership: This line suffers the same problem as Tactician. It muddies the water. Save the Unit bonuses for the Defender
Agreed.
Isnpire: area activated ability, range is 2 squares around the caster, efects is + attack and + hp and maybe a + crit hit chance.
Charge: This ability, which is currently Assassin only would be a beautiful fit with Warriors. They have all the skills to get up-ins and deal some damage. Why not help them get up ins?
Sweep: Again, here is a great ability for the Berserk fighter. They run in, they beat things up, and lots of them. I want to see this here where it fits.
Again, agreed. They make a bloody combo together.
Warriors need access to Endurance, at least though Tier 2. Why do they get exactly the same HP Progression as Governors and Mages?
Very good point. Agreed
Reserve Tier 3 of all the Weapon specialties (Swordsman, Bruiser, Marksman) for Warriors.
Dont like this much. It does add some flavour for the warrior, but it may prevent you from switching weapons in late game. It may be a high lvl perk with only one choice like;
Sword/Bruiser/Marksman Master: +50% damage for the choosen weapon type. If you choose one type, cant get the others.