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Grenade trail rarely is effective because it only targets nearby enemies, has poor effective AI (Not aiming for big clumps) and awful sustain.
Tank's missile/bomber has pathetic AoE (Unless evolved specifically for it), awful cooldown and awful targetting. The bombs should home in on packs of enemies rather than missing 90% of the time.
Medic's drone specialized for offense is probably the biggest trash in the game. You will almost certainly get more damage from the increase in kinetic tags than the skill itself. The only time it will start actually doing functional dps is when you're extremely strained because otherwise it's shooting at things your weapon dps will be killing next anyway. Think this actually got like <100 dps when I tried it for a run.
In my eyes other than using them to kick start a run the one-hit damage abilities mostly suck. Huntress's arrow rain is amazing to fix her low dps at the start and has enough aoe (Especially evolved for multi) to be worthwhile if not a bit low damage endgame as well.
Then you have the standout dps abilities with swat/engineers turrets. These can dish out substantial dps because they are always up and almost always outputting effective dps.
Buff skills are the best and having 100% uptime cooperation fury from tank with stimpack from medic is just insane weapon dmg boosts.
Most damage abilities really really need a rebalance. The automatic usage on subpar targets really kneecaps their potential. We could also use some that are meant more for high priority targets rather than AoE damage.
They have the advantage of being "always on", unlike other abilities and reloading weapons.