Some ideas to consider later this year, hopefully by the next PTS cycle.
Action
-Ranged Weapons and Roll Dodge: Bow, Lightning Staff, Flame Staff, Restoration Staff. Can you change the threshold to =< 80% health so that players have ample time to throw a healing effect, shield absorption, or taunt the target away from their companion? It is very counter-productive having them immediately roll dodge away, even at full health, sometimes twice before the player can react to them being attacked. 80% is an ideal value as it doesn't reach the amount to trigger most companion's defensive abilities which is 75%, but gives the player enough time to do something before they roll into oblivion often taking their target with them. At least we can heal them after the first roll dodge to prevent the second charge from triggering immediately after.
Stats
-Armor: It would be nice to see how much armor is contributing to their damage reduction, it is only an assumption that they need a maximum of 25,000 armor to reach 50% damage reduction but that's only a guess. Can you display it on their character sheet when viewing their information how much damage reduction their current armor is providing.
-Focused: Convert critical rating to actual percentage values in their character sheet. Companions cannot attack players, as far as I know PvE targets do not have varying critical resistance, and many players aren't going to calculate how much critical rating is to critical chance. It seems to be more practical for this to display true critical chance values, at least in their character sheet if not on the individual items.
-Augmented: I think there's something wrong when another trait gives more uptime on effects per minute than the trait meant to increase the duration of effects and does not affect all abilities with a duration effect. Also the increased duration on damage and healing effects doesn't seem to change the value, I don't know if its a display error or it doesn't calculate in additional ticks.
There are two ways I can think of making this trait desirable, the first is to reduce the duration of damage and healing effects while doing the same total amount. Instead of 9000 damage over 8 seconds, at full 31% Augmented, reduces it to 9000 damage over 5.5 seconds; you end up with more damage/healing per tick.
Method two is to raise the value, but set a limit on how much Augmented can affect an ability based on its cooldown.
Uncommon = 2.8% / 33%
Superior = 3.5% / 42%
Epic = 4.2% / 50%
Companion with Augmented as their racial passive to be 10%.
Abilities with a cooldown of 8 seconds has a cap of 33%
Abilities with a cooldown of 12 seconds has a cap of 40%
Abilities with a cooldown of 16 seconds has a cap of 50%
Abilities with a cooldown of 36 seconds and Ultimate has a cap of 60%
When you do add a companion with Augmented as their racial passive, I hope its a werewolf or vampire Ultimate with 15 seconds transformation. You can figure at full 60% Augmented would bring the effect to a maximum of 24 seconds.
Feature
-Weapon Swap: I like to be able to equip companions with a secondary weapon and a second list of abilities without having to change and replace everything. It would be a manual switch and only out of combat where we go into their skills menu to do it. That way we can give them dual roles like Two-Handed in Primary Weapon and Bow in Secondary Weapon.