Problem is that those talents aren't talents at all, when they give abilities and mechanics (but shouldn't), problem is that "general tree" is the only thing that should be and it should include "specialization" tree inside, problem is the fact that specialization shouldn't mean right away specific role chosen by devs, player is the one who sets beat for combinations, which means that tree should contain not key ones, but making them more convenient, stronger, more specific from general set of those of the "whole class", preferred by one or another player.
What follows from this? Tree, as such, isn't much needed to fulfill such requirements, only
list of these same modifications with ranks -
so, you can have a little bit of everything, or choose specific ones and pump them all the way... But if we return to tree, then there are certain dependencies in following certain modifications: first there are general ones, perhaps not even tied to a class, simply strengthening character as is, then tree begins to branch out to modify more specific abilities that form specialization, and at the end there are key ones. If you look at what they showed, then for both trees everything is in random order + "perk-abilities" remain tied to specific specialization and not just specialization, but even roles, which they didn't hesitate to mention. At the same time - PvP perks remain, which should not exist at all, for this there are PvP-sets, as well as for more complex PvE content - PvE-sets, and all this requires additional separate PvP and PvE secondary characteristics, so that progress in one direction doesn't hindered progress in other one.