At last, actions have been taken. I suppose the last thread concerning dbog's problems didn't go in vain. I'm glad and appreciate the leap you took. As a matter of fact, I did believe that eventually you would start acting, but I did not anticipate that you would make an open discussion so soon. Truly well done.
So first of all, some of the suggestions are on the wrong side, some of them are on the right. That's how it always is and will be, but the positive feedback is what we're trying to achieve here. What those classes truly require, is not just some basic powerful boosts to make them stronger overall, but to increase the abilities they specialize in and make them more viable in pve as well. Which means that merely increasing their defensive or offensive abilities is far from enough. This game might not have what it takes to make each class' gameplay completely different, but it is certainly possible to make classes provide what they're supposed to provide. In other words, each profession has it's own role and specialty, improving the same global stats for all of them is hardly a balance. That's why I liked the idea of recently implemented invulnerability frames for fighter, the fact that it's actually something they specialize in - avoiding damage to compensate for the lack of survivability. They will obviously need more adjustments in the future, just like every class in every mmo, but the idea itself speaks volumes.
I will only discuss about a profession I am well aware of and understand reasonably, I'll leave turtles for those who actually play them. I do like the ideas like consecutive discs canceling sleep, would make fights trickier and it wouldn't end with cranes controlling the battle with an ease.
Agile Armor - Let's be honest. The skill was intended to be a defensive one, right? Well, it did not work out so well as defense rate is arguably one of the most useless boosts in the entire game. Now there's quite a lot of ways you could go with it to improve the pvp aspect, but why stop there? This skill has the potential to bring decent party utility. Every class must bring some support in order to be effective in group content. Yes, there are support classes for that, but even so, a class without any supportive abilities is terrible. Now when people think about group buffs, they tend to think about buffs such as attack speed, properties, increased damage or other well known and globally used buffs. But if we're talking about a specific profession, then it should be something they specialize in. This buff could have a relatively low duration in case the current one was too long for whatever adjustments that will be made. Knowing that the class specializes in condition damage/damage over time, this boon should provide something related to it. It could either decrease the duration of global damage over time for you and your allies, or simply give a temporary immunity to such effects. The positive outcome would be that it would give crane hermits the ability to provide some party utility in pve (yes, dot mobs exist) and perhaps in pvp content. Although when it comes to pvp, it should probably be differently balanced. Sure, it could be something more practical on the defense side too like some of the folks suggested, but the fact that cranes specialize in condition damage makes it fairly reasonable as well. The duration, percentage value of buff it provides and etc is up to you to experiment and decide as my personally given values aren't going to be the verdict.
Double Gut Buster - The reason crane hermits use this skill, is because it's a dot skill that does not wake your enemy up and it takes away a small portion of health from your enemy. The amount of damage it deals is truly low, but it also gives you the opportunity to increase your enemy's cooldowns and decreases his physical attack which is the most useless of all three functions. Basically this skill doesn't provide enough to be relevant. You can be just fine without using it.
I have a few ideas of what purpose this skill could serve. Obviously it's pick that or that, not give it all. The simplest one would be enhancing the Spirit Wave by making Spirit Wave deal abdominal pain damage. That way cranes wouldn't have to risk to apply poison from a relatively low distance and some cast time which leaves them open for attacks. Seriously, they have skills that require real combinations, and the only poison skill they have, is at the bottom of their spiritualist's skill tree. Spirit Wave is already risky, because a lot of anti bleeding accessories also have anti paralysis and the skill already requires more than a simple click. It would slightly help against karmas in a way, just a small note.
Another idea I have in my mind, is to make this skill siphon life from your enemy. It wouldn't be anywhere close to life steal, but it would give a tiny bit of health back to you. If you look deeply into similar classes like crane hermit in other mmos, that's exactly what kind of ability they have there as well.
The last and the trickiest one. I'm not really suggesting this as it would most likely be impossible to implement, I'm just going to mention it in case the combat system is ever going to change a little bit. The reason why it's tricky and hard to implement, is because the game doesn't really have debuffs that would gain your allies special effects on their skills. What this debuff would do, is give your allies dot effects on their offensive skills. For instance, while the debuff is active on an npc enemy, every- ish offensive skill that would be used on that mob would apply a bleeding or any other dot effect. Let's say the duration is 4 seconds, so the dot would be like ~40/2 sec or something as short and simple. Those special dot effects would be short because of how spammable skills are. I would go into that more deeply as it won't even make much sense now, but the game doesn't seem to have such a possibility at the moment or ever. System like this would open lots of options for every class though and group content would be more cooperative. Guess I've played too many modern mmos to even mention this. Oops.
Increase Agility - Normally this skill doesn't bother me, it could be as it is. But if it is necessary to change it, I don't see more dexterity as a very reasonable choice, but that's mainly because I'm used to real mechanics and rng never appealed to me. What if this skill decreases the duration of skill lock? Heh, serves you right karmas. Just kidding obviously. But for real, it could be something similar to agile armor, decrease some cast time or something that's never been introduced. For example, if your health reaches a certain threshold/whenever it's low, you gain x defense/health regeneration or anything small but slightly helpful. But I'm by no means against the idea of increasing the dexterity gain by this passive.
Freeze - Purely pve. I can't believe that some people are still trying to freeze ccbd bosses with this skill sometimes. But to be honest, completely freezing bosses would be ridiculously too powerful. Instead of making it completely useless in ccbd, why don't we come up with a compromise? Instead of bosses having a complete immunity to this skill, how about granting this skill the ability to apply vulnerability to knockdowns or any other cc? "Freeze" debuff would still apply to them, but it wouldn't freeze them at all. It'd simply make it possible for your allies to cc him (one form of cc only, like knockdowns for example). It wouldn't affect pvp in any way, because this skill doesn't give players immunity to any cc in the first place, so even if vulnerability did apply to players, it'd make no difference and it would be the same as now. That way cranes might be more desirable in dungeons as this skill has a lot of potential in pve as well, it just so happens that instead of having a smaller effect on bosses, it doesn't affect them in any way whatsoever. Which is a waste of a skill in cc dungeons.
Thousand Slashes - You know why. The damage has been reasonably decreased a lot, but the skill still needs to be adjusted. The cooldown is too long even though it requires a precise number of dots to be useful. Decreasing the cooldown of at least one of the long cd bottom skills would certainly improve it. Even 15 seconds would change a lot for those who actually understand when to use this skill and it's advantages.
As others have mentioned, crane hermits don't have many decent dot options when it comes to variety. Other than that, there's some interesting ideas from others. I just wanted to focus on the specialty of the class and party utility that hasn't been suggested so far. My ideas are a little theoretical as well, keep that in mind. Just a different approach. Merely increasing dot damage (which they have reasonably enough) or giving props is ridiculous. Still, would be nice to see guard changes one day, it would change the whole dynamics.