Tl;DR Verdict: Stamina Dragon Knight PvE is virtually unchanged but PvP still dismal.
Magicka DK PvE is somewhat better but due to lack of sets available, testing would be difficult to determine how much better and as such current changes in fact all except combustion has done nothing to make it better but Magicka DK PvP is already performing exceptionally well on live in-comparison to a Stamina DK and with the changes to some skills... it may put it over the top.
Now the in-depth part:
Combustion is a welcomed change, I know my first post on the General Discussion (later moved to PvP to limit traction) I immediately had bad views on this since sources implied that the current combustion would be removed and switched and as a Stamina DK main, every little damage counts in regards to my PvP experience. That may sound like hyperbole but it's just the thing since we gain majority of our damage from the weapon skill lines.
Fragmented shield is still a useless/lazy change as I originally stated. I made a request to make it where you would soak up damage from all sources and expel that damage (like a proxy det) but set targets off balanced in that proximity. The ability would be reduced in Magicka cost by 400-500 but scale off of Max Stamina and do physical damage. This idea was to finally give Stamina DKs a form of burst damage that matches to the 'Stand your ground' aspect of the class (no matter how nerfed we currently are).
Cauterize is still not the right buff needed for this ability, many players who want to be DK healers have stressed that annoyance of being un-able to target allies so you could heal them rather than John Doe out in the corner but that remains unchanged. I will say I didn't even bother testing this skill because there wasn't anything changed in regards to targeting so it would just be the same but with increased range.
Empowering Chains seems promising but I hadn't tested this out I do feel it has potential since you could chain together empowering into ultimate/fossilize ,etc.
Shifting Standard has a nice change but again I feel this should be dropped to 150 or 175 while standard of might should be 200.
Reflective Plate is something I do not plan to use unless given an immunity to snares, as having a snare re-applied to me immediately after using it showed how terrible it is especially when it costs over 3k magicka. The only thing is giving immunity would be a massive buff to the already strong Magicka DK (PvP perspective not PvE calm down). Maybe changing this ability to Stamina and have it cost 2500-3k stamina but that is just my suggestion.
Cinder Storm I tried for a bit and feel with the proper setup, negating damage while block casting with CCs will just put Mag DK over the top. Most Mag DKs rely on dragons' blood in PvP and as we all know it does boost healing received via passive; Couple that in with burning embers still being an instant heal... yeah we may have a huge problem.
Stonefist/Obsidian Shard didn't even bother trying it as it was just a minor buff by giving it a minor ward buff. This will not and I REPEAT will not make this ability more useful or even worth using especially it's stupid morph. I really want this entire skill scrapped and hopefully something more meaningful to both aspects of the class i.e Stamina and Magicka (yeah there are some Stamina DKs out there and not only Magicka so please make something Stamina related too).
Petrify was pretty terrible in-comparison to fossilize. The heal you receive is dismal and in PvP that heal is reduced even further on top of that the health conversion based on the damage taken was a bit weird but maybe I just didn't see it correctly. I definitely won't bother switching my morph and I recommended no one else bother doing so either.
What I feel this class needs:Flames of Oblivion: I've always stressed this and will continue to do so. The original Flames of Oblivion Played based AoE was the better of the current one. It would do the same damage as the current one but to all surrounding targets + it had a DoT as well. You could (as I stated in previous threads dating back to 2017/16) introduce a new unique debuff that increases DoT damage taken when afflicted by the ability to the DK class because you want that unique class feel. Even without that change it would make it way better than the current iteration i.e the infamous mage light re-skin.
Fragmented shield as I stated above I would love for this ability to absorb the damage taken from all sources and then expel that damage (30-50% of the taken damage) out in an AoE that would set enemies off balance. This would be a good change and a much needed change for Stamina DKs as the ability would scale off of Max Stamina/Weapon Damage + deal physical damage.
Elder Dragon I still believe this passive needs a rework as health recovery IMO is pretty lackluster and not needed for any content and would only be 'useful' if you were to build strictly into it sacrificing everything in return. The passive could change where the more Dragonic abilities you have on your bar the less costly your Dragon Knight abilities will be. This idea comes from taking the word "Elder Dragon" literally as they're deemed to be more knowledge-able and stronger so playing off of the knowledge part I thought of that idea. You could also make it where Dragon Knight abilities deal even more damage based on the amount of abilities present on the bar (yes it would affect ultimates which is the main point).
Hardened armor This ability is still extremely lackluster in-comparison to its counterpart and my other change I proposed received an unfavorable response with plenty of those supporting it as well. With that said my new proposal is to simply apply minor protection to it since it'll fit the name i.e emphasis on "Hardened". You could also make it give you back 200 Stam/Magicka every 10 seconds when receiving damage but that's just me throwing ideas at a wall.
Corrosive armor/Magma shell I believe the duration for both of these abilities should increase maybe 5 seconds for a grand total (with passives max) at 21 seconds. Magma shell should apply the shield but also either minor/major protection + minor ward/resolve. The addition of those minor ward/resolve buffs alongside having protection could be OP but that is just my suggestion as it is pretty lackluster especially in comparison to that of barrier. You could even make it so that when using it instead of giving all of those buffs you could give all allies major heroism + minor protection. That would be something interesting for raids.
Igneous weapons I still feel it should do something better as it doesn't really serve a purpose in any content in all seriousness. In PvP you have your weapon skills for your buffs and a Mag DK would utilize armaments for their buff anyway. In PvE people already utilize their potions and some still use weapon skills for access to major brutality/sorcery. I'm not really sure what change to make with this other than changing so it grants something like minor berserk for x seconds while making enemies take additional damage when hit with a light/heavy attack (like an oblivion damage of some sort).
Helping HandsI find it funny that I'm now even asking for this but I really want the 5% instead of the 990 flat stamina. I remember arguing how the 5% wasn't enough but in return it got nerfed

Now here I am asking for it back but that's solely because of combustion as I feel it'll play nice with it.
Igneous shield Just bring back the original duration to major mending, I still wouldn't use it now as I've learned to live without it but my Mag DK healer would appreciate it. The current ability is lackluster due to the removal of its 5/6s duration but the route we're going i.e making DKs an off-branded templar healer just shows how much of a mistake the nerf to it was in the first place.
Shifting/Standard of Might The ultmiate costs listed above is what I still would want but I also want these abilities to regain their unique defile debuff. It'll make shifting standards used more widely due to Healrodill being populated with Healbots mindlessly running around spamming heals so earthgore can proc or 1 tapping someone back from the grave to full.
Noxious Breath I just want this ability's debuff to be increased by 5 seconds and the DoT too.
That's all I've got for now, feel free to critique my ideas whether hating them or loving them. I only want to make this class better but I also want changes to finally be for my Stamina DK as it has been neglected for quite sometime now. I'm passionate about this class and only want it to get better; This class is the sole reason I bought this game which later evolved to the content it provided too.
-Discuss
@ZOS_GinaBruno @ZOS_RichLambert @ZOS_Wrobel
This is the feedback I have for playing Summerset Isle, not sure if you'll like it but I still feel there's far too much missing for my Stamina DK.
不動の Steadfast - Unwavering
XBL Gamer Tag - Maxwell
XB1
Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
XB1
Max Crystal - NA DC CP 800+ Brenton Magicka DK
PC
Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK
「Retired」
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell