LENGTHY POST WARNING!!! TL;DR@%% = I am completely awesome.
I still think swashbucklers should get guns. And they should be the only class that gets to use guns. Seriously when I think about a swashbuckler I think about a sword toting, gun wielding duelist that gets in fights for shits and giggles.
Also an AoE grenade ability would be awesome. Could buy them at a store, or buy the materials to craft them much like brew, and scribe to make consumable AoE grenades that the pbase can have fun chucking at each other.
Also one thing that I fail to see here, the penalty to to-hit for flying. Trip is useless against most veteran players of the mud because fly completely negates it, as do flying pets. Since this is the only skill that swashbucklers get to put other characters in the prone status, and keep them from say quaffing over 9000 heal pots during a battle, and keeping themselves from dying, I would say that this is a great oversight. In my experience with my current mercenary character, this penalty is negligible. I've been able to use both of my specs, the bill, and the crossbow to great effect in absolutely murdering the competition while at the same time having a penalty to my to-hit score from fly. In my opinion this should be increased so greatly that there's about a 30% chance of landing a blow while flying under the influence of the fly spell, even with weapon enchantments. This is one of the many reasons that swashbucklers are so bad, their skills are so easily negated.
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Amateur - dagger (very good) sling (not learned)
sword (not learned) dodge (not learned)
dual wield (not learned) parry (not learned)
sylvan tongue (mastered) sylvan writing (mastered)
Novice - dirt kicking (not learned) kick (not learned)
self defense (not learned) sneak (not learned)
Initiate - disarm (not learned) trip (not learned)
fast healing (not learned) haggle (not learned)
Apprentice- crossbow (not learned) brawling (not learned)
taunt (not learned) second attack (not learned)
Journeyman- enhanced damage (not learned) finesse (not learned)
Veteran - enhanced parry (not learned) endurance (not learned)
Expert - skirmish (not learned)
Mentor - riposte (not learned)
Looking at their skill set there's not much that they really have going for them. Out of the nine weapon classes, they only get two, and due to their skillset restrictions, it even reduces the number of weapons they'd favorably want to use because of the finesse skill, and dual wield skill. So they're really just limited to one handed weapons, and very few of them at that. They lack the ability to truly utilize reach weaponry as the only weapon that they could possibly use for reach is the bandalore, and that is a highly limited weapon. If they want to make use of the rest of their skillset then bandalore really isn't all that grand of a choice either. Swashbucklers also lost out on the ability to use massive weaponry, which I think is a huge selling point for classes that can actually use them.
They also lose out when stances come into play regarding weapon speed. As a mercenary if I specialize in a weapon such as a rapier, or epee I get 5 attacks a round with it on aggressive, and 4 on defensive. As a swashbuckler I would get one less attack per round. While this wouldn't be a problem with riposte working as it did when I last played the class, things have changed with the inclusion of massive weaponry, and swashbucklers are lucky if they're able to get that skill working in their favor. Mercenaries, Barbarians, Paladins, and Hellions can defeat a swashbuckler with ease by denying them their bread and butter, the parry skill. Still, a huge problem for the swashbuckler class is that even with all the bonuses of dual wield>parry>enhanced parry>finesse>riposte stacking to make them the best class for the parry skill, it's just not enough. Swashbucklers just can't make up the difference in attacks, and it's sort of silly seeing all the utility they lose out on by being limited to just 3 weapon classes.
Sneak by itself is [REDACTED]. I always imagined being able to sneak right by aggro NPCs, but unless you're able to go invisible or hidden, the moment you walk in a room, even if your character is sneaking, the aggro NPC will attack. This has always been a caveat of mine while playing characters that had the sneak skill. How awesome would it be if your character could sneak right by a blue fytrysk? Yeah, that one that ate your first character when you started playing the mud.
Taunt also needs fixed to attack both the current, and maximum int scores of the target. This is the only skill they really have outside of dirt kicking that can threaten a caster class. This was a general complaint against the way maledictions worked though. Right now taunt is useless to use in attacking the int score of a victim, because a character can simply mod their way through the penalty. It's standard practice when facing a swashbuckler, and another reason the class sucks. Taunt, like trip, is easily negated.
Kick as a skill is a joke. Why does *any* class get this skill? Swashbucklers should lose this in favor of a skill that targets the victim's move pool. SK seriously lacks in skills and spells that target that pool. This could be one thing that sets them apart from the mercenary and barbarian, having a skill that targets the victim's moves and tires them out more quickly. While it won't make them truly unique due to energy drain and the <adhesive medical strip> given to a certain cabal, it will definitely give the class a unique flavor among the front line tough guys.
Swashbucklers could also lose skirmish, sling, and crossbow. Losing those won't actually hurt the class at all, and it makes little sense for a class that only has the second attack skill to try to utilize ranged combat. Even with a siege crossbow, I don't see it as being a threat.