The tinker changes use Live as if it were Test, which is very annoying. The fact the new rune names aren't in sync with the old ones is even more annoying (fairly childish names too).

It'd also have been nice if the changes addressed the actual problems of the guild, like how you have to almost stop earning XP when you do something other than your "big" rune. Or how you're forced to idle when forging AS WELL as earning a lot less XP. If non-moving skills gave, say, double XP it'd feel like less of a double punishment.

That the changes are HEAVILY armour-centric is also a matter for concern. Before this, as it seems, huge armour boost, armour was fairly balanced. The changes almost seem designed for non-combat tinkers who wants some extra safety. Removing the cap on Forge Armour was horrendous. Changing it to increased cap from 120 to 150 is still pretty bad. A 25% increase in armour power just from that, not counting the new runes. And also, what is this about? (from the help file):
"The AC increase of armour caps at 150% but the time it takes and the exp you get for useing the skill does not."

Why? The cap should work like it does for every other skill. What's different about Forge Armour? *ponder*

Balance weapon was an unnecessary addition. Combined with the armour boost (which would've made reinforce less powerful, as a percentage increase), it also seems designed for low-combat tinkers who wants easy kill power, without going through the trouble of getting a lot of combat levels.

That the two weapon runes added is fire and ice is another concern. It's just immitating the enchanter guild.

All in all, the changes seems not very thought out. I mean, it's been how long, and STILL no reinc. And why so armour-centric? It's almost like the one coding them is an armour tink...