Alrighty then.

Axton.

Laser Sight: I am thinking either turret turn speed (to engage enemies faster) or increasing the rate of fire of the Sabre Turret by X amount of percentage. As of right now it is probably the most worthless skill in all three of his trees.

Crisis Management: Personally I feel the melee damage should be converted to damage reduction as melee is obsolete for Axton in the OP levels while damage reduction MIGHT help him out a bit, that or have it affect explosive/grenade damage, though I am leaning towards damage reduction as when mixed with Grit it can potentially be a life saver.

Grenadier: A small buff to grenade damage, possibly 1-2% per rank, to make the skill a bit more appealing.

Impact: I believe changing the melee damage bonus to explosive damage bonus would do Axton wonders. He simply does not have the melee buffs to make whacking enemies worth the effort in UVHM and beyond.

Overload: Might be overkill but having the passive applying its effect to all weapons could potentially make the skill more appealing.

Duty Calls: Turning the non-elemental damage multiplicative and/or converting the fire rate into critical damage. Metal Storm already deals with fire rate in my opinion.

Ranger: Bump it up to 2% per rank. As of right now it is not worth considering without a Ranger COM.

Nuke: I am not familiar with this skill to give a solid number but increasing its damage by 50-100% sounds about the right for me to give it that extra oomph in the higher levels of play.

Phalanx: I am not sure how to go about making a suggestion other than simply asking for you to make the shield more durable than wet tissue paper. Right now it can barely survive a strong breeze before falling. The shield is only good for body blocking melee oriented enemies and blocking certain attacks such as Hyperious’ shockwave.

Salvador (oh boy):

Oh where to begin, I guess I’ll beat on the elephant in the room that is Salvador’s Brawn tree.

Hard to Kill: Double the stats at the very least to bring it up to 40% health and 1% healing with five points.

I’m the Juggernaut: Either have it to where it kicks in while he is moving or increase it from 4% per rank to 6-8% for up to 30-40% damage reduction.

Asbestos: Either 2-3% per rank extra health or 4-5% damage reduction per rank. As it is Asbestos is slightly inferior to Axton’s Forbearance, who is a character that is not in the thick of it like Salvador is supposed to be.

Ain’t Got Time To Bleed: I think this skill needs to be tied in with shields rather than health to be of any use unless you were to double the numbers, and I am not even sure doubling the numbers would save the skill.

Just Got Real: I recommend tying it in with shields. By the time Salvador is low enough health to take advantage of the buff he is going to be borderline dead unless the numbers are inflated by quite a bit.

Sexual Tyrannosaurus: If you can and believe it is a good idea, I would increase the value to .6% per rank and throw in 2-6% per rank damage reduction for the duration.

Come at Me, Bro: If you can tie this into the melee override rather than keeping it tied with Gunzerk it would vastly improve the skill.

I’m Your Huckleberry, Divergence is Likeness, and All I Need is One(not sure about the last one): Currently they do not affect offhand weaponry, I suggest seeing about changing that.

Maya:

Sub-Sequence: Possibly increasing the speed of the orbs that spawn after killing an enemy afflicted with Phaselock.

Fleet: I am not sure how to go about doing it but having it to where Phaselock recharges faster in addition to the move speed bonus may make the skill more attractive. That or throw in damage reduction like what I suggested for Crisis Management.

Sweet Release: If possible I suggest increasing the travel speed of the healing orbs, they are quite slow.

Restoration: Instead of healing allies by directly shooting at them, have the skill heal them for the damage the Maya player inflicts upon enemies.

Recompense: Instead of equal damage tweak the numbers to where it deals double or even triple the damage that Maya receives.

Flicker: I suggest having to where it also increase elemental damage by 2-4% rank in addition to the 6% chance to inflict an elemental effect on an enemy.

Blight Phoenix: My suggestion is to completely overhaul the skill. Instead of having it create an area effect, have it increase the damage of fire and corrosive DoTs by 5-10% per rank.

Krieg:

Bloody Revival: Much like Axton’s Overload I feel if this were to affect all guns it would be more tempting of a pick.

Pull the Pin and Light the Fuse: I don’t know if you can or not but my suggestion is to switch these two out. Have Pull the Pin increase the final blast of Light the Fuse by 50-100% damage.

Strip the Flesh: My suggestion is to increase the FFYL bonus for an addition 3% to an addition 8% to make it more worthwhile to use, possibly higher for the OP levels.

Salt the Wound: My suggestion is to either increase the time before the buff disappears or directly tie it into Krieg’s shields. So long as his shield is down the stacks remain. Not sure how else to remedy the issue of the stacks disappearing so quickly.

That is all I can think of right now without possibly talking out of my rear about skills I have no clue about.