And somewhat cheesy

.
Specifically:
Duelist's Expertise: I'm not sure if you've deliberately made this overpowered...
By my understanding, skills that add a % chance to do something add a flat percentage, even when a percentage has been set by another factor (such as an attribute). Now, I
think your intent may be to increase it by 25-100% of the chance set by Cunning in the first place, but the common reading is that with high enough Cunning and Duelist's Expertise, you're scoring Bleeding or Deep Wound with every hit. (Which, given the right costs involved, is on par with a Ranger using Apply Poison or Barbed Arrows preps if it was Bleeding only, but Deep Wound is more powerful - I'd be tempted to remove it from the attribute entirely.) If your intent is what I initially thought, try giving absolute numbers instead of relative, although to get the exact result you want you may need to break the normal attribute progression rules.
On the primary attribute itself: As stated, Deep Wound can be a pretty nasty condition to inflict, so I'd leave that to attack skills. As a general comment - uncontrolled infliction of conditions can be a double-edged sword if your target has Plague Touch or a similar skill.
"Bad Form": I don't really see how shouting this at someone is going to cause them to lose hit points and energy, even temporarily

. A better representation of demoralisation via this shout could be to impose a penalty to the target's attack rate or damage, possibly worsened by or relying on some condition that the duellist considers to be 'bad form' (ie the target is Enchanted, the Duellist is suffering from Blind and/or Weakness, or something of that nature).
Plagiarism: Mesmers need an elite and a cross-attribute skill to even approximate this...
I also have a conceptual issue with this skill, as I don't see duellists as spellcasters (I
suppose they could be duelling wizards...) relying, if you'll excuse the cliche, purely on their wits. Ergo, to rebalance and fit the 'duellist' concept better, it would probably be better as a skill that can copy non-Spell skills. (This could still be a little weird when you copy some skills like Shock and Plague Touch which, while not technically spells, certainly seem to rely on magical training to use, but on the whole it should limit the Duellist to copying skills that don't require magical training.)
En Garde: Either easily broken (target wands one of your allies to break the skill) or liable to result in weirdness (target wands one of your allies to break the skill, and the damage is negated and you deal 150% back, even though you're on the other side of the aggro bubble to your ally). I'd suggest making the armour bonus only work on each other (this prevents exploits, like you or the target avoiding the other specifically to keep the armour bonus), and the breaking of the skill and the 'riposte' effect only working in melee and against each other. This way, it gives you a chance to close against a ranged attacker and some defense against a melee attacker due to the riposte effect.
What You Haven't Said: You've given us a list of skills and attributes, but not a general playstyle. Just what, exactly, are you aiming for? And why is that different enough to previous classes (especially the Warrior) to justify creating a new class rather than adding new skills to existing classes?