I think most classes have some use cases for all talents. Some less useful than others and there will always be “meta” talents.
From what I can tell the ones that don’t get picked or need an update:
Shaman: lv 30 totemic mastery? (the one that lets you pull orbs from a distance). I think this one is just always going to be worse in comparison to the guaranteed crit talent so not much can be done tbh unless it becomes a very useful utility talent for some kind of niche or off meta build.
Ranger: lv 10 improved charge, the slow on charge talent. I’ve never heard of anyone using or wanting it apart from a single case of they enjoyed the 2 second rest from firing arrows - so they didn’t even use it for a slow that is the main reason to pick it.
Lv 20 Overcharge, charging shots use up globes for extra damage. From what I understand the dps increase vs lose of globes is not worth it, especially after the dps balance changes.
Scoundrel: Lv 15 Easy mode, rank 1 shots become rank 2. I don’t personally know anyone that uses this but it seems like bad design in my opinion. I understand in comparison to the other talent it could be good if your not very comfortable on the class but I think it should be reworked to something else. The idea of ‘are you good at the class?’ chooses what talent to pick doesn’t appeal.
Lv 30 Guaranteed win, every 6th shot is a crit. Correct me if im wrong (im not a scoundrel expert), the issue is true gambler just gives more damage in comparison so this talent isn’t picked. possibly people pick it when they don’t want the increased incoming dmg but I haven’t seen many cases for that and seems people don’t switch out anyway.
Musky: Again im not an expert for this so could be wrong but I believe, Lv 20 beacon of light, whenever you heal an ally with cure wounds, nearby allies with renew active gain a portion of the healing done. this talent doesn’t get picked as the charged orb talent is so crucial to bounce healing. Musky has enough healing that the increase here isn’t needed. the people with renew are likely close enough for bounce heals already so if they need a cure the musky will just bounce a cure to everyone, 100% heal bounce cure is better than 25% non bounce cure.
Lv 30 All for one, players standing in your lifewell have their cure wounds healing increased. I don’t know of a reason to pick this over one for all that empowers the turrent with more healing, damage and range.
Bard Lv 20 sheet music, once every 10 seconds you gain credit for a missed note. This is the same issue as the Scoundrel easy mode talent. ‘Are you good at the class?’ then that decides which talent to pick and doesn’t feel like a good choice.
Mage Lv 5 static charge, your successful spell casts cause a static build up on your off hand that can be shot out for dmg. The issue with this is to shoot it you have to hold the trigger for a second preventing you from using your wand. The damage is very weak. So the choice really becomes do you want lend a hand or no talent? (when I say no talent I mean it as people just don’t pick either rather than static charge)
Lv 20 True affliction, fire and frost become DoT effects and arcane explosion spreads these DoTs. The talent on the surface is fine but once looked into for dps and use cases it becomes weaker in comparison. This would just need balancing compared to a total rework that most other talents listed would need.
Side note: Lv 15 Runic speed, your higher level spells gain a speed boost. From what I’ve heard this talent is broken currently.
Looking at the list now it seems like a lot but considering there’s 10 talents for each class, 8 classes = so 80 talents total. I listed 10 that need looking at. Yes some talent picks I left out are for niche choices but I do enjoy more off meta styles. One example would be Warrior, A lot of the choices are bad for tanking but for PVP become a viable option (although underwhelming warrior pvp is a different balance issue all together).