I'd just like to throw out the notion that although the current resource and skill changes to the DH make their resource system a lot more functional, and give the DH the ability to keep using skills, really it seems that they have the Arcane power system with discipline tacked on.
so, in an effort to make the dual globe that much more interesting, I wanted to suggest a slightly different mechanism of regeneration:
Skills would be split into Hatred spending, and Discipline spending, each with an associated regeneration mechanic, let me give you an example of how I envision this working:
costs 15 discipline
creates a sentry (blah blah does x amount of damage.. whatever.)
while active, increases hatred regeneration by 10%
throws three grenades out that deal x-x damage to all enemies
Each enemy hit regenerates 1 Discipline
cost 30 hatred
Deals a bunch of damage
Generates 10 Discipline on critical hits
Obviously the numbers are my guesses and dont matter so much... but under this system we have a unique way for the Demon hunter to manage their resources like each other class has, and we can always be using abilities. I included the potential Discipline generation on critical hits to highlight that you need not have it be on every hit.. it could be somewhat creative in how they regenerate. I do like the thought that for the trap style skills, while they're up and working you are gaining a constant boost to hatred regeneration.
Additionaly, this is going to reward smart gameplay! Encouraging people to take a diverse group of skills that suits the situation... rather than spamming one generator and one spender. Go gameplay mechanics!
Given the changes that were just made, and how quickly they were done... it seems that this kind of quick number swapping is feasible... and results in less tampering with the passive skills too.
(also, substitute companion for the Lethal Decoy ability from the monk!)
thoughts? comments? let me know if you folks would be interested in this.