As far as suggesting changes to individual abilities goes, my list so far is:

Throwing Knife - It should really only cost 1 AP. Otherwise it becomes useless on anything but a hardcore scoundrel, as every other skill set has either a better 2 AP attack, or a 1 AP attack that's just as strong or stronger.

Whirlwind - It should clear surfaces the same way Battle Stomp does. It's a great theme in general for Warfare abilities to clear surfaces instead of creating them, which brings us to the next one:

Phoenix Dive - It should be a Pyrokinetic ability.

All movement abilities - Their range should be reduced to be closer to what a character can walk with the same AP. With high-ground being a factor, things like Tactical Retreat are already immensely powerful just based on the fact they let you get that bonus without: finding a ladder, traversing harmful surfaces, provoking Opportunist attacks, etc.

Teleport - Much like the above, the range you can move someone should better match the AP cost, though rather than reducing the range, I'd rather see the cost increased to at least 2 AP. The spell is incredibly strong with the AP savings it can generate.

High ground bonuses - There's some skills that really shouldn't receive it:
-Magic that already falls from the sky, or rises from the ground(the second case would actually be penalized, if logic applied).
-Magic in general, save for a few spells that explicitly fire projectiles.
-Attacks that are technically melee in range(Whirlwind, Crippling Blow, Touch of Decay, etc.).
The gist of it is that high-ground should be for the most part exclusive to ranged characters, the reason for that being that magic is already the most mechanically interesting set of skills, and anything that can be used to make archery(and melee, but that doesn't really apply her) better stand out in comparison, should be kept primarily exclusive to it.