I know there are a TON of suggestion threads for werewolf abilities, so I don't feel bad adding one more. The issue I see however, is that most suggestions call for drastic overhauls of the entire way it is set up, and while I am not opposed to that, I don't think it is very likely.
With that in mind, I have a few simple ideas that might help.
1. Reduce the base ultimate cost to 500, with higher ranks (and passives) reducing it further, probably to 400-350.
2. Cause the passives to either fully benefit human form as well as werewolf form, or give half bonus.
3. And here is where I start getting slightly original. A. Make both light and heavy attacks cleave, hitting multiple enemies, as per the heavy weapon's passive.
4. Give fully charged heavy attacks a 50% (numbers are suggestions, they can be tweaked as needed) chance to disorient and set the enemy off balance for a few seconds, just long enough for maybe a half-charged heavy attack.
5. Add a new ability, Frenzy. Frenzy strikes 3-4 enemies in a wide arc in front of the werewolf, and adds several seconds to the duration of werewolf form, per target hit, or it pauses the timer.
Morph 1 - Ravaging Hunger- now applies a (limited) stacking HoT on the werewolf, increased by the number of targets hit. Nothing insane, but enough to help sustain the werewolf during combat. This ability would be the 'safer' and more reliable alternative to:
Morph 2 - Frenzied Assault - A bit more creative, adds stacking max health to the werewolf, per target hit, for several seconds, with the duration being refreshed each time it hits. The idea behind this, is that the longer the werewolf fights, the stronger it gets, but if it stops attacking, that health is lost. This adds a certain degree of intensity to the combat, strengthening the werewolf but also giving it a reasonable disadvantage. Also note, the time does not increase. It remains at something short, like 10 seconds, though that is just a spitball number.
6. Add another new ability, possibly tying both new abilities to Berserker and Packleader morphs respectively: Howl at the Moon- Summons two wolves to your side, fighting as temporary (untargettable, like the summoned shades) pets for X amount of time. Each time they attack, they add several seconds to the duration of your werewolf form.
Morph 1 - Rabid Wolves - Summoned wolves apply a stacking armor debuff, as well as a bleed, on their targets.
Morph 2 -Chorus of the Hunt - Summoned wolves periodically howl, increasing movement speed and physical/magical power of the group by some amount.
Further, both morphs also add several seconds to the werewolf duration, when the abilities are used. This is to compensate for travel time of the wolves, as well as justify the 10-15 second duration of said wolves.
The idea behind these abilities is to flesh out the werewolf tree better, so we have more than just a lame pounce and a semi-useful fear. They also make it easier to remain in werewolf form longer, without totally undermining the idea behind a long build up to transformation. Additionally, they are meant to help with the identity of the two werewolf morphs. The berserker is all about frenzied, intense, immediate assault. Staying in combat and attacking relentlessly just to survive a little bit longer. While the packleader is about group utility and bringing something extra to the team. I also felt that given the amount of control in this game, werewolves having next to nothing seemed odd. Heavy attacks with the werewolf, as they currently stand, kinda suck, so I thought I would make them a bit more desirable. The most important idea though, was how modular these changes are. They don't so much revamp the werewolf, as add a couple core abilities that address the issues.
Also note, I didn't really think about the pack leader's wolves all that much, hence the ideas being a bit more bland.