I've given it some thought. We have basically two types of companions in game: augments which only boosts our stats and the active ones that fight alongside doing various things (be it healing, stunning, dealing damage). Situation with augments in mod22 is actually pretty decent with the new companion enchantment which boosts the boost of stats they provide, so let's leave it at that for a time. I wanted to focus more on actual active companions.
I checked powers some companions use. I understand that making them somewhat diffrent grants them unique perspective, unfortunately there are about 10 companions in the game that are actually decent. Succubus/incubus, pseudodragon, mystagogue/wayward wizards, spined devil, stalwart golden lion, drizzt, regis, bruenor, dedicated squire, helmite paladin ghost, intellect devourer and maybe some others. That's not much. Why is that? When checking collections there are a lot of companions in each section, at least 30+ for many. Why only a few are actually decent while all the rest are left forgotten unless they provide passive bonus that can be slotted into offensive/defensive/utility/universal slots?
I thought about it and came up with conclusion: it's because of the diffrence in powers assigned to them. That and 2 extra "powers" which serves pretty much no purpose (other than redundancy) and are used with every single one of them. Role Expertise and Enhancement.
First of all: those two powers should be merged and apply to all active companions, but not listed under powers. There is no reason for every single companion to have them listed in their list of usable abilities. If we remove those two infamous "powers" we are left with usually 2-4 powers depending on the companion.
Second: tooltips. The tooltips, everyones favourite thing. Like enhancement says: it grants additional combined rating. How much? 1000? 2000?
Let's look at Drizzt Do'Urden. He has the followind powers:
The reason people run with Drizzt is only because of his passive power: Stab the Way. 3% boost to damage for everyone in the party. Pretty nice. What about the other two powers? I'd best describe them as his "at-wills". And not even that, because the are exactly THE SAME. The only diffrence is the animation that plays upon using them. In terms of damage they are THE SAME (both weak), they share THE SAME properties such as cast time, cooldown, arc, range, all of that.
Now let's take a look at Succubus. She has the following powers:
Necrotic Claw is her "at-will" power as it has 1s cast time and 1s cooldown.
Draining Kiss has 2s cast time and 15s cooldown and I'd consider it her "encounter" power.
Deadly Kiss however is boosted by Enhanced Deadly Kiss, has 5s cast time and whole 30s cooldown. I'd consider it her "daily" power.
See the diffrence? Drizzt has one passive power and 2 almost identical at-wills only, while succubus has at-will, encounter and daily in her arsenal along with passive that boost daily. Not only that, all of those abilities deal really good damage, with Deadly Kiss oneshotting weaker mobs while questing and severaly damaging any in the dungeons.
My question is: why can't every single companion be like succubus? And I don't mean it in terms of damage done. Succubus is basically a player after finishing tutorial. At-will, passive, encounter and daily power. Most companions have something like 1 at-will and 1 encounter + passive that usually boosts one of those, but they are so weak, they are not worth using.
Companion abilities have diffrent cast times and cooldowns. It also makes a diffrence if those are meant to be used on single target or as AoE, but in my opinion in general: the longer the cast time and cooldown the more power the ability should have. And if companion does not have "big blast" skill, all of the other skills should be improved.
I realize it would take a lot of work, but in my opinion every "common" companion should share this characteristic, unless they are designed otherwise. It might be even dependant on rank they are at, but this already took place in old system when companions had levels and you didn't seem to like the idea (hence removed).
As for named companions, such as Corbin the Venerated, Xuna, Knox, Zariel, Soradiel, Celeste, Makos... they should feel unique. Companions of the Hall (Drizzt, Regis, Bruenor, Catti-brie, Wulfgar) already are somewhat like this with their unique passive bonuses and boosts they grant, but all the others shares just usual generic powers (Xuna might be an exception with Bloodbath, but this was already nerfed to the ground).
One extra thing: every player power is measured in Magnitude. Can you please make it so companion powers are also measured this way and put values in the tooltips?
Please consider doing so in the future. It would make a lot of companions worthwhile or at least more interesting.