This is an open letter to ZOS regarding the Templar class and its loss of unique identity. Requesting communication and feedback from both, the community and ZOS Dev team.
@ZOS_Gilliam. 
@ZOS_Kevin,  
@ZOS_GinaBruno
The original identity of the Templar class, as outlined by the original ZOS team, was intended to be a healing-based Godly warrior that utilized brute power to return healing and mend its group, based on a "This is my House" design. This concept has been watered down and diminished over the years due to the following:
1.) Introduction of the Warden class - many of the Templar healing spells were nerfed, changed or reworked to reallocate specific skill attributes of the Templar identity into promoting the Warden class as the "new" healing by nature identity.
2.) Class homogenization - reworks to Class abilities and outside-of-class skill lines were simply homogenized to allow a more global class achievement of an "can-do-all" approach. This further gutted the Templar class tool-kit.
3.) Introduction of the Necromancer class - to better identify the class as the "restore resources and power from the dead" identity, resurrections bonuses and resource restoration were copied/pasted from the Templar tool-kit.
As the ESO game moved toward a more fast-paced movement approach, the Templar "House" design simply became obsolete and the class's identity was never properly updated to reflect, as other classes were. With in-class tool-kits to better healing options, faster movement options, better lock-down options and more in-line burst options the Templar has lacked with it's class tool-kit outside of out-of-the-box build designs around Pidgeon-holed Sets and non-class abilities.
As the recent U35 Patch Notes went live, nearly every single damage skill within the Templar tool-kit was nerfed at a minimum of 25%. An across the board 25% nerf to damage is simply over the top. Templar has already lost access to Major Mending, limited access to burst damage and no in-class snare removal, escape mechanism or boost to mobility.
Below is a conceptual proposal to changes of the Templar class skill lines intended to bring the class more in-line with the current gameplay ideology. 
Not all skills listed. Any unlisted skills are meant to be unchangedAedric Spear skill line
- Ultimate-Morph-Empowering Sweep
 In PVP zones, Empower reverts to increases damage of your next attack
- Active-Puncturing Strikes
 *Remove skill from being affected by Evasion.*
 This is not an AOE skill, it's single-target with splash damage
- Active-Morph-Biting Jabs
 *Remove Major Brutality/Sorcery (See Rune Focus)
 Add Ignores target resistance by 3/6/9% for each strike
- Active-Morph-Luminous Shards
 Add Health to synergy, caster can activate synergy
- Active-Morph-Blazing Spear
 Remove Synergy
 Snares enemies in area 60%
- Active-Morph-Sun Shield
 Granting a damage shield that absorbs up to 4800 damage for 6 seconds.
 Gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948.
- Active-Morph-Radiant Ward
 Increases resources restored by Light and Heavy attacks, scales with higher stat.
- Active-Morph-Blazing Shield
 Gain Major Expedition for 4 seconds
- Passive-Burning Light
 When you deal damage you generate a stack of Burning Light for 3 seconds. After reaching 4 stacks, you Minor Berserk for 10 seconds.
 *Stacks can be consumed See Power of the Light
 Give Templars identity back. Nightblades have Cloak, Sorcerers have Lightning Form, Dragonknights have Spiked Armor, Wardens have Frost Cloak and Necromancers have Bone Armor. Give Templars the GLOW.
Dawn's Wrath skill line- Ultimate-Nova
 *Remove Major Maim
 *Remove Synergy and make base damage synergy damage.
- Ultimate-Morph-Solar Prison
 *Remove Stun
 Pulls all enemies in area to center of Prison and Immobilizes for 1 second
- Ultimate-Morph-Solar Disturbance
 Applies Major Maim for 10 seconds and Stuns for 3 seconds.
- Active-Sun Fire
 Change damage type to Magic
- Active-Morph-Vampire's Bane
 Heals for 10% of initial damage done and 5% of damage done over time.
- Active-Morph-Reflective Light
 Changes to AOE around caster takes place of Solar Barrage and scales on highest offensive stat.
- Active-Solar Flare
 In PVP zones, Empower reverts to increases damage of your next attack
- Active-Morph-Solar Barrage
 Conjure 3 successive balls of solar energy to heave at a target area, dealing 600 Magic Damage per ball. *AOE radius 3 meters. Each ball can be changed in direction while channeling.
- Active-Backlash
 Summon an expanding beam of pure sunlight to doom an enemy, dealing 2980 Magic Damage over 20 seconds and marking them for 6 seconds.
 You can have only one Backlash active at a time.
- Active-Morph-Purifying Light
 Increasing the damage dealt over time
 Also heals you and nearby allies in the area for 599 Health every 2 seconds, over 20 seconds.
- Active-Morph-Power of the Light
 Applies Minor Breach for 10 seconds.
 Upon reaching 4 stacks of Burning Light, Minor Berserk and Damage over Time can be traded to immediately deal 4321 physical damage. *Skill Icon would change like Grim Focus upon reaching 4 stacks.
- Passive-Illuminate
 Add Minor Brutality
Restoring Light skill line- Ultimate-Morph-Practiced Incantation
 Can move while channeling at 50% movement speed.
- Active-Rushed Ceremony
 Healing anyone who is above 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
- Active-Morph-Honor the Dead
 Heal yourself for 3485 Health. Also heals one other injured target for 1199 Health.
 Healing anyone who is above 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
- Active-Morph-Breath of Life
 Heals two allies for 3485, and heals caster for 1199.
 Healing anyone who is above 75% Health restores 18% of the ability's cost every 2 seconds over 6 seconds as Magicka.
- Active-Healing Ritual *Reduce cost 15%
 Focus your spiritual devotion, healing you and nearby allies for 3480 Health over 16 seconds.
- Active-Morph-Hasty Prayer
 Focus your spiritual devotion, healing you and nearby allies for 2614 Health.
 Radius increased 5 meters
- Active-Morph-Radiant Aura
 Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Magicka to you and your allies for each corpse nearby.
 While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
- Active-Morph-Repentance
 Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina to you and your allies for each corpse nearby.
 While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 15%.
- Active-Rune Focus
 Add Major Brutality/Sorcery for 20 seconds.
- Active-Morph-Channeled Focus
 Add Major Brutality/Sorcery for 20 seconds.
 You also recover 242 Magicka every 1 second over the duration. Standing within the rune heals you for 743 Health every 1 second, which scales off your Max Health.
- Active-Morph-Restoring Focus
 Add Major Brutality/Sorcery for 20 seconds.
 You also recover 242 Stamina every 1 second over the duration. Standing within the rune heals you for 743 Health every 1 second, which scales off your Max Health.
- Passive-Master Ritualist
 Increases resurrection speed by 20%.
 Resurrected allies return with 100% more Health and Resources.
As noted in changes above, Empower should revert in all PVP zones only affected by Battle Spirit to increases damage of your next attack.