Well, the most interesting thing about this guide is that it doesn't even mention its inherent assumption: if you're playing a Sentinel and are interested in effectiveness, you use the Watchman tree.
If your basic character design was built around Ataru form, you've got to learn to play with what appears to be around a 25% DPS penalty, far fewer interrupts, and a mobility disadvantage, which ups the difficulty considerably.
One of my biggest complaints isn't even about the hard-mode nature of Combat, but that Ataru, the acrobatic form, is less acrobatic than either of the other two trees. This could be mostly resolved by switching out Displacement (Combat saber throw immobilize) for Close Quarters (Watchman force leap range) and switching out Debilitation (Combat Master Strike immobilize) for Blurred Speed (Watchman force leap cooldown) and then doubling the effect of Blurred speed so you spend much more time in the air and give a reason to put points into Focused Leap. (To finish polishing this, you'd also need to tweak the tiers of some of the powers a bit.)
This would solidify Juyo form as the "you will stand there and take it!" and Ataru as the master of mobility, which is much more thematically appropriate for both classes. It also fixes the interrupt imbalance, since Juyo still has Watchguard, and Ataru can now use the leap.
(I suppose I should really have stowed this in a separate thread to give it some visibility. Maybe I'll do that later.)