Here's the problem I see with the rogue power = you can't use it every turn. In every other class, a playable strategy includes using the first 2 mana every turn to activate your power, each of which plays into at least on of the possible strategy's you can play with that class. This is not the case with the rogue. After the first time you play the hero power, every second turn all you're doing is refilling the health to the blades, which is actually pointless. If you want to get the blades back to full health, its better strategy to just wait a turn, use the 2 mana left to play another card, and give yourself full blades at the beginning of the next turn instead. This flaw in the powers is the only thing I hate about playing rogues, due to the fact that every other class I can use my power if there's nothing else left. It is also massively disadvantageous if you already have a weapon equipped. So if you already have assassins blade active, activating the hero power now is less then useless (to be honest I've actually made this mistake myself). No other hero power limits you like this.
The way I see it, there's a few options options that the developers can do to fix this problem. I'd like to hear your suggestions to, but keep in mind that all the powers (with the exception of the mage, due to the freedom of that power) all have to do with a value of 2.
1) The first option is perhaps the simplest = simply change the power back to the way it was. I've been following Hearthstone for a while, and I remember that the original power played to the rogues combo strategies. Originally the power would change whether or not you had used it in that last turn/had the base weapon equipped. if you did, the power would change to (give weapon +2 attack). (Note: I am apparently wrong here, and I am corrected about this in a later post). This effect would keep stacking if you then didn't use the weapon again, and you could easily get a 11/1 weapon equipped if you constantly used the power 5 turns in a row. I personally would prefer this option to the others I talk about because not only does it work to the rogues (and my) play style of thinking ahead & comboing cards, but its not actually overpowered as by using the power twice/three times, the average always ends up being 2 damage per 2 mana used when you finally use the blade a second time.
2) The second option is also rather simple = switch the weapons stats and make it a 2/1 weapon instead. This would be effective as being able to do to 2 damage every turn instead of every 2 turns is infinitely more useful in every way. It would also make more sense when comparing the ability to the other hero abilities, particularly the warrior and the druid. I always liked to compare the two, how the warrior can constantly buff himself, while the druid buffs himself slower, but can also attack. Equipping a 2/1 dagger on the rogue is complete anti-warrior, as it doesn't give any armor (when the last time you saw a rouge decked out?) but it allows the rogue to do a reasonable amount of damage quickly and instantly, (just like a rogue). Its also comparable to the mages fireball power because despite having more firepower to take out anyone on the board, it has the 2 drawbacks of a) being affected by taunts, and b) also dealing damage to the rogue if it attacks anyone but the opposing hero.
3) Another thing they could do is to make the power more versatile and take it the path of the mage. Instead of equipping the weapon yourself, make the power able to increase the attack of any character. This again makes it comparable to the priest or mage power in that it forces you to use some strategy, and not just be a click and forget type ability like the others. There are 2 ways this ability could be used effectively, and they both represent the two ideas presented above. The power could either buff any minions attack by 1 permanently, forcing people to think and plan ahead (sort of an inverse of the mage power), or it could give someone 2 attack, but only for this turn, allowing weaker minions to potentially take down an enemy stronger then they are.
4) The final option I can come up with is not a change to the power, but rather a gameplay change. The change would be that if you equip the weapon, then you could immediately attack with it, regardless of weather or not you have attacked before. This would solve the problem I was saying at the start about not being able to use the power every turn. If they changed this aspect of the gameplay, it would allow rogues with the current power to attack first, destroy the remaining health of the weapon, re-equip the blades, and attack a second time in quick succession, essentially giving you 2 fireballs per turn, with the taunt and health drawbacks mentioned before. I don't know if this change should also effect things like warrior weapons, which are meant to be slow but heavy hitting, but at the very least it should apply to the rogue.
So those are my theories, tell me what you think would be the best option to change it to, or even give your own suggestion if you come up with one of your own. Maybe the developers will see this and take one of these onboard.