This Trials set looks a bit strange and weak. So, I'd like to offer an idea for modifications and give my reasons for them
Changes the increased maximum resources buff provided by the Horn to a Named buff, and changes the 5-piece effect of Xoryn's Masterpiece to provide that buff
Here are the reasons:
First off, this is a PvE-oriented change and one that I believe has little impact on PvP compared to its original version. For some Shield Sorc with high Max Magicka this may make some difference, but the impact of Scribing is obviously much more huge if you've experienced it on the PTS.
The primary reason I'm proposing this change is certainly that the Week 1 version of Xoryn's Masterpiece is too weak, and this change intends to help it get the buff that a Trial Healer set should have. In fact, through some of the streamers who were involved in the internal testing, I learned that Xoryn's Masterpiece had the exact effect of increasing the maximum resources by 10% in the internal testing. Same as the Horn, but it can stack with the Horn, which perhaps made the set overpowered and was the reason the set was significantly nerfed in Week 1. I think having it share the same buff with Horn would improve it being too weak and without being overpowered.
But that's only a small part of the reason. With this change, the combination of Xoryn's Masterpiece and Lucent Echoes could replace the spot occupied by Horn/Saxheel from the group perfectly. Losing Major Force from Horn seems like a huge deal, but maybe we don't need it in Gold Road anymore. Due to the 125% cap and the 50% base crit damage, the max effective crit damage that a player needs is 75%. A typical trial group in U42 can provide the following critical damage buffs for DPS: 10%(Minor Force) + 10%(Minor Brittle) + 15%(EC) + 15%(Lucent Echoes) + 12%(Medium Armor Passive*6). The above buffs provide 62% extra crit damage, and all of them can easily reach close to 100% uptime. DPS only need to provide 13% crit damage on their own to reach the 125% cap. If you're an Arcanist, you have the class passive that provides 12% crit damage. If you're a DK, you can slot crit damage Champion skills, and so on.
Losing a Major Force really isn't that big of a deal, and, well, look at what we gained. Support characters are no longer fixed to use horns and instead have access to a wider variety of team skills. Ultimate skills unused due to fixed build are now available, and more available Barriers allow the group to experiment with more creative playstyles without having to use the Ozezan/Combat Physician on extremely hard trials. I think Gold Road is a great opportunity to inject new blood into a trial group setup that has been fixed for a long time now.