As you hit endgame, a big consensus I've seen regarding 2handed vs dual wield is dual wield has more survivability for one sole skill: Blade Cloak. Having a flat 25% in aoe mitigation works just the same on a 1 add boss vs having a floor full of adds. Brawler is great on scaling with density, but on the one add fight a 4-5k Bubble pales in comparison to a flat 25% aoe mitigation.
Likewise, as a Dual Wield (Nightblade for example) there is no real option to being able to increase your effective health (Bubble) without really reaching for it & in turn damaging your damage.
The Forward Momentum morph no longer Grants Major Brutality, taking the 20% weapon damage and replacing it with 15% aoe mitigation. There are several ways to get Major Brutality (potions for one, Sap Essence two). The mechanic fits the name too. =p
The Quick Cloak morph no longer grants expedition (same, Several several
sources already) but instead on each tick procs a weaker-than-brawler bubble (~1200 @CP160)
lasting 3 seconds, increasing shield strength by 50% for each enemy hit. Name change possibly needed, Balanced Cloak maybe.
Two handers still have stronger density scaling bubbles (or can maybe feasibly go minor heroism), but get some aoe mitigation.
DW still has its strong aoe mitigation, but gets a small bubble, that on 4 targets is providing a 3600 bubble, 1800 on a single target.
2H can spam bubbles (at a cost with much less return on a single target) if needbe, but doesn't help your aoe mitigation increase.
Momentum Becomes a choice of heals or mitigation. Rally isn't immediately the go-to for the activated heal, but in turn you lose that heal on command if you choose mitigation.
DW cannot spam blade cloak for greater bubble procs (better for resource management in the long run), but when the cloak wears off or a tick misses, you lose that bubble quick; on a single target with good rotation it's effectively giving you +1800 effective health once every 3 seconds.
Blade Cloak has more of an alluring choice: damage or temporary Effective Health. Your damage drops slightly but you have slightly more of a window for heals to pick you back up.
To compare: As seen with the changes to the Poisoned Status effect, the opportunity for redundancy was removed. They halved the duration as over a course of 12 seconds from 12 people, the effect would be reapplied several times without stacking. It still procs the same, but less overlapping.
With Major Expedition, there are so many passives & abilities, both procced and activated, to have this grossly overlap in a group or solo scenario. Same with Major Brutality. In PVP, you have class and other weapon abilities. In PVE as a dps, potions are the option. You could use pots for stamina & heath regen along with Savagery, getting as huge heal when you pot. That would be more nifty (& viable), if you weren't rolling pots every 45 seconds for damage/recovery buffs. I understand the need for some redundancy, dilemmas & contractions in mechanics when applied in several ways, but just as Poisoned was changed for good reason, so can other mechanics that limit variation in endgame.