Savage has Can't Stop Da Chop (heal debuff), Bring Da Pain (party-WS buff), channel self-heal, and positional best single target dps ability Go Fer Da Soft Spot. Wrecka has self survival buff (Bring Da Pain!), 3 target aoe > 9 target with trained tactic (Lottsa Choppin and Extra Choppin respectively), frontal cone dot (Yer All Bleedin Now!), channeled aoe that increases damage based on recent people attacking you (Bring It On) that lets face it, will almost always be boosted to 60% bonus damage. Last in Wrecka are the trained abilities Chop Fasta! (party CD reducer) and everyone's favorite, Get To Da Choppa!.
I reiterate those to show the power and utility of each of these trees. Savage has the slef-heal everyone needs, utility for (melee) party with WS buff, and a 10s heal debuff; Wrecka has the applicable aoe and mez that everyone needs, with a party buff/counter debuff to CDs. With recent Slayer/mSH changes to their CD increase abilities reduced to 3s, Chop Fasta! seems a bit more competitive vs Black Orc tactics that does this more often. Hitta only offers a slow dot (Bleed Em Out), small self damage boost via Hurtin' Time, rotation filler Slasha, and a decent finisher for 2h, Weaklin Killer. No More Helpin is basically a glorified WK, a bit more damage with some rarely used 2nd ability (outgoing heal debuff - see below for further argument).
Main argument, on why Path of da Hitta is mediocre to decent but offers no real reason to choose over the other trees:
Slasha is a x3 stackable toughness debuff
Spoiler:
Main point, No More Helpin' has great damage potential for a finisher but that is all. The added component of debuffing out-going heals is rarely used. To be used in a fight you need to be on the healer, which means they are either horribly positioned or their team is already broken and they are running. No choppa will ever get that close in general, even with a guard and dedicated heals. Used on non-healer doing their minor self-heal is not that great and the damage component is more important.
Proposal
Add an additional component to the heal outgoing debuff. I initially thought of 3 options: remove some buff, make it crit, or make it interrupt. I feel keeping the outgoing heal debuff should be kept as it is pretty situational and keeps the thematic name-sake.
Spoiler:
Thank you for your consideration, and my apologies for the length.