(pvp standpoint)
Magblade went from having major expedition from class skills from multiple places (path, crippling grasp, blur) to just path. And arguably path feels like the most lackluster of the three choices. All refreshing path does now is heal and provide major expedition, with the special buff of providing it to teammates as well. The problem is the special part of the skill of giving expedition to others feels unneeded most of the time and I wish it could do something else. Most stam classes will already be getting expedition somewhere else, mag classes have access to the race against time. If zos wants to keep the team expedition a thing, they can make it a synergy for the pver's and add another effect to the skill. Honestly I don't even think about what this skill does for others since I play alone or maybe in a duo. I just slot it because I need expedition and I have phantasmal escape already so race against time would be redundant. Even if I do, I'm thinking of giving a teammate a hot, not the expedition.
As for what they can add back to it, I'd be happy if they just added damage back to the skill. When it still had damage I usually just threw path in the direction a nightblade had just cloaked in and I could usually catch them and the dot damage could keep them out of stealth just a tad longer. Not the most efficient thing in the world but I could still get an extra swallow soul in sometimes. Now all I've got is sap and when I fight cloak spammers sometimes they just reenter cloak as soon as they get pulled out, aka wasting time for the both of us. Stacking nb hots caused a magblade dungeon meta awhile back so maybe just adding damage isn't the way.
Characters:
AD breton nb: Shadowshinobi
DC Altmer magicka nb: merc shot