All of these skills are excelent ideas. None are just copy paste or very similar to other skills.
Atm, there are four ways to deal out Cracked Armour:
Well of Ruin
Shrinking Armor
Shell Shock
Sundering Weapon
"The point of Cracked Armor is to allow you to deal with Heavy Armored targets like Warriors and Paragons, it's still a condition and it can get removed, it also works on every class because there are skills on all Physicals that use Cracked Armor. It's pretty much a counter to all passive armor buffs. ~Izzy "
How many will see use within GvG (where passive armour is widely used) will be rather low imo.
Wells are very rarely used because of their volatile nature, and how they are so small and can be moved out of easily.
Shrinking Armor and Shatter Delusion may be used on spikes, against Frenzied Warriors, to really cut them down with ease.
Shell Shock seems the only one that will be used. It will fit nicely on B-Surges bars and I'im sure it will see use.
Communing Ritualists are also rare but Sundering Weapon is extremely powerful and may cause people to include one for that skill and the other Ritualists ones that are all powerful.
It seems that Grapple and "I Meant to Do That!" will become a favourite over Bulls Strike and another skill. However the long recharge of Grapple seems to balance it out, because you have to choose to use it on a spike or after to gain a large amount of adrenaline. Many will stick to Bulls Strike Im sure.
Poison Tip Signet and Barrage/ Volley could amount to a lot of pressure, but won't leave much room on a standard Rangers bar. Rapid Fire will not see abuse from non Rangers: its a 2 second cast, its Marksmanship and its /R required. Not favourable on W/R or D/R.
Expert Focus seems a lot better than Expert's Dexterity, and if anyone even used Expert's Dexterity, now they will use Focus for sure. Disrupting Shot very powerful to single Rangers, yet not to many of them all spiking together.
A high recharge on Body Shot compared to other attack skills, especially as Rangers cant deal Cracked Armour.
Some powerful new healing spells. Good GvG Monks might start to use Patient Spirit as a pre prot, but its healing power seems a bit too low to consider, especially if you dont get the timing right (3 seconds is a long time compared to a good spike). Maybe would be good to use on yourself and then infuse target ally, so that your not left with low health for long, whilst giving you the time to kite. The healing seems to low though imo.
Necromancers have been given some standard skills that are powerful yet all very situational. Defile Defenses on spikes against Aegis chains will be very powerful. Atrophy is also very powerful against classes that rely on their Primary to maintain themselves (Mesmers, Rangers, Dervishes, Paragons most effected. Elementalists would be very unaffected in most situations).
A curses Necro may be added to maintain a lot of pressure as well as assist in spikes with Defile Defenses and Defile Enchantments. Hexes like Reckless Haste and Price of Failure could be used by them, giving a lot of support to a team. Not a likely replacement, however.
The Mesmer skills are all very nice. Its good to see we havent been given terrible elites just to make up numbers on Guild Wars official site.
Signet of Recall seems interesting, but Ive yet to make up my mind on its power. Waste Not, Want Not nearly as powerful as Power Drain, with a slightly shorter recharge. Sum of All Fears a great PvP skill, to pressure whatever they feel necessary. Would really hurt Dervishes. Power Lock will see use in GvG to counter things like Blind Surge and Light of Deliverance where good enemies will be watching for Diversions.
Aneurysm could potentially go as bad as it could go well. All energy to an enemy, 0 damage if it has no effect, lots of damage but lots of energy if it has an effect. A great PvE skill however. Wandering Eye is also a fantastic PvE skill, and I will definately be using it with Ineptitude and Clumsiness.
Confusing Images is an interesting skill, but doesnt seem powerful enough to be used. A reduction in recharge might make it on par with the other skills.
Some nice ele skills, but I dont play ele. Shell Shock on Bsurges possible.
Assassins have been given some nice options, with a spammable deep wound off hand. Requires an enchantment, but is still a good skill. Shadow Fang is nice but 45 recharge really hurts it. Signet of Deadly Corruption is awesome. Smoke Powder is a cool skill, and might be used on Monks when being spiked. Instant blind on all enemies around you might be a little too powerful though.
Some excelent Weapon Spells for the Ritualist, Sundering Weapon looking very powerful against armoured foes. Spiritleech Aura seems to suck imo. I dont understand it at all.
The paragon being moved in a good direction: more damage and offensive support power, rather than defensive.
Dervishes skills arent as interesting as the other classes.
Im very happy with these. Well done Anet.