If I were to advocate for some minor changes, it would affect Rage skills, since they are not being used by anyone is WvW (can't speak for PvP currently), as their utilities are rather subpar when compared to other warrior skills.
* Outrage: A 20 sec CD on a stunbreak is a rather tempting choice. However it's just that. No one would prefer to use this skill instead of our other stun breaks which offer at least 1 more utility, be it dmg ignorance, stability, quickness, might, swiftness. I would propose for Outrage to function as the defensive skill it is meant to be and offer Protection for 3 seconds on activation, with an increased CD of 23 seconds to compensate. Warrior has no other means of granting themselves with Protection and it thematically ties into the Berserker for the toughness loss (unless traited).
* Shattering Blow: The skill's effects may remain the same, as well as its CD, however, again with Outrage, I believe it needs a rework on it's defensive capabilities. Namely, a 'flippable' skill. Summon Rock Guard blocking/deflecting (if traited with Shield Master in the defense line, or maybe passively not sure) all inc attacks for 2.25 seconds in front of you (a 180 degree guard) and have the option to shatter the Rock Guard immediately for double dmg values (4 stacks of bleed, double dmg). Upon the end of the blocking period, the active effect triggers, with it's normal values. The player has 2 stability while using the Rock Guard, with the boon being applied for 3 seconds instead of 2 and it's also a stun break.
* Wild Blow: An increase in range is required for this one. Meele combat can be extremely challenging to pull when enemies can surround themselves with fields of death. Therefore Wild Blow would get a 25 sec CD in exchange for 5 stacks of Might on top of Fury, while changing the original animation into a 400 range Leap. The might can synergize nicely with the 2nd Grandmaster of the strength traitline. Finally it's 100% Critical Chance Increase should last for the next 3 seconds as some form of unique boon, which could synergize well with the Rage Heal (see below).
* Sundering Leap: I can certainly see why the didn't choose to follow the Blast Finisher idea, when Stomp is already a skill. Even so stun would be a good addition to this skill since we are locked into an animation after performing said skill, which can cost the character their life. Increase CD to 30 sec and remove the Cripple effect in exchange for 2 sec of stun/daze. And unlike stomp which launches the enemies away, the warrior is in position to carry out follow up attacks before the enemy recovers from the stun.
* Head Butt: Increase range to 450 and attack speed by 25%. Increase CD to 25sec. A very difficult skill to land since a simple blind cancels it, and the animation is well known by experienced players who evade in time. Another possible change would be the refresh of Berserk CD without granting adrenaline (So when Berserk is ready you can attck immediately, but when it recharges you can sacrifice the elite to end the cooldown more quickly).
* Blood Reckoning: This is a doubled edged knife heal in roaming situations. The Base Heal is too low for sustain and as a skill it is used only to deliver damage bursts. With the character not being able to do so all the time, I believe that Savage Instinct should apply 'Feel No Pain' on the heal for 1 second upon activation, to ensure that it at least provides the Base heal, which should be increased to 4,000, which is still less than 20% off most warriors' health.
I don't believe that what i have described counts a a major buff, rather a better utilization of what the class can already offer, so I stand to be corrected.