I agree with most of the suggestions made here, but there are some balance issues I'm sure the devs would have to consider and also some tweaks that I think would be necessary to maintain balance and help simplify the class.
Do this, and also make them useful outside of PvE engagements. I don't even have these damn things on my hotbar, ****, I don't even think I've trained them.
If Shatter were a passive to Impale, the passive boost would have to be significantly better than what Shatter is today in order to provide equal or greater value that Shatter provides. By adding Shatter we gain --
1) An additional rage dump for when other prioritized abilities are on CD
2) Another way to invoke Savagery
In order to more or less "equalize" this deficit if Shatter were to be made passive for Impale the "new" Shatter should, theoretically --
1) Lower the cooldown on Impale
2) Increase the crit % chance on Savagery from 60% to 100%
This may prove difficult to merge in that Obliterate costs rage whereas Charge does not, but aside from that a good suggestion IMO.
I mentioned this in a response to Zoeller's post on the Classes forum about Juggernauts/Guardians. I honestly think this is a simple change which, if tuned properly, will extremely simplify the ability bloat in this class' rotation.
Again, as I pointed out with the Obliterate suggestion, this can be a tricky change as Saber Throw generates and Vicious Throw depletes. I'm not sure that changing VT to actually generate rage would be the answer, either as I'm not sure if that is balanced. I also mentioned this to Zoeller on the Classes forum -- I think the range should be increased for Vicious Throw. He mentioned they were looking into the mobility of the Warrior/Knight in PvP, and a range increase on this ability would certainly help increase our viability while being kited.
This suggestion not 100% sound. Do not forget that Retaliation more or less nullifies the target's defense in that it can't be missed, parried or dodged, so simply increasing the next attack's damage would not suffice as the defense bypass would be OP for certain abilities up next in the player's rotation. However, perhaps if they made the next ability used ignore dodge/parry/defense (can't miss) WITHOUT increasing damage, then that would be incredibly useful. An issue of balance arises though when you consider that no rage would be deducted as it is today when Retaliation is used.