Identify the issue
Underperformance of the Scout stance in general which is caused by third-rate skills and tactics related to this tree/stance.
Including Guerrilla Training Tactic which is bad without any good points.
Explain why it's an issue
Scout stance has huge AP issues but this tactic does not help it. It barely worth a tactic slot because its overall impact is minimal.
At the same time the stance/tree suffers from lack of damage/burst potential. So, we have an AP starvation and lack of damage all rolled into one. The first problem can be left alone because a) Can be fixed with a group synergy b) May appear as a justified downside c) Opens possible counterplays.
But the problem of the damage can't be fixed with a group because no one would take a dps which can't deal decent damage by itself without very strict conditions (it requires stationarity, long cast times, open space to prevent LOS etc and it still doesn’t provide any good chances for Scout to deal appropriate damage. Anyway all of these requirements/conditions are highly unwelcome in any group setup). Personally, I don't think any specs which are based on Scout can compete with any other SWs builds or other classes' dps potentials with or without a group.
Thus, I believe that the main problem of the Scout stance is its low output of effective damage (damage that can go through heal/guard mitigation in competitive environment) and I think the process of fixing it should start with a rework of Guerrilla Training Tactic.
Propose a viable solution to the problem:
Redesign of Guerrilla Training Tactic:
Direct damage Scout attacks will do 50% (numbers can be tweaked) extra critical damage.
It will also grant a 25% critical chance increase to these abilities: Flame Arrow and Rapid Fire.
Just to clarify some points.
Extra critical damage will not be over performing with the Festering Arrow because the overall damage still will be significantly lower than it was with the Unshakable Focus Moral therefore it should be acceptable.
Same goes for the Eagle Eye skill (even with the No Quarter Tactic), the AP cost of the skill is still unacceptably high. There are enough action points only for 4-6 attacks with this skill without possible dodges and other skills in certain rotation. Any build based on Eagle Eye is very AP starving which already limits any possible use of it too much (currently it can be considered as completely unviable). Also almost every skill which will be affected by this change has a cast time which always can be interrupted/countered with LOS therefore it won't be possible to perform huge damage spikes. There always will be some time for enemy to react especially since flight time on the server is more than noticeable. In the end, Scout stance/build does not have high crit chances without gimping any of its sides (crit with r.p. - gimping your defenses, Wrist Slash tactic for double initiative debuff - well, you will have to enter melee range without special gear so it will result in a quick death (Assault stance requires very defensive gear which significantly lowers your damage in any other stance. Basically, you just can't mix these two playstyles with good outcome).
Here is a compilation of possible future builds and brief analysis to prove some points.
You would have a crit modificator, Festering Arrow combo, HD and tactic for your range dots. At first sight, it looks great but look at the tactics. You will have to spend 3! tactic slots to make Scout abilities worth using. It means that you will have only one spare tactic slot for any of stats tactics, crit one, AP tactic or Pierce Defenses. You won't be able to get everything, you will have to give up on some crit or quite good amount of ballistics/ballistics + weapon skills or AP. So, you will end up with: a simple one-trick Festering Arrow which again will have less damage than it had with UF and without range knockdown + initiative debuff and finishers. It's similar to BW using only Fireballs which can be disrupted/blocked. You can guess how effective it can be. Of course, you can run Skirmish between FAs but again your build will be gimped because you had slotted 2 tactics which working only for Scout and 1 universal tactic, the damage loss will be noticeable for sure since the Skirmish itself is not a topdog build and requires huge boost with stats, crit and Pierce Defenses tactic to get through dodges which happen quite often.
There are 40/70 builds.
The worst build I can imagine to be honest. You will have to spend 3 tactics (same situation as above) and your effective range will be only ~71ft. You will get enormous AP starvation (w/o AP tactic), loss of 120-120+160 of your offensive stats and quite good amount of dodges if you won't slot Pierce Defenses. And of course no range knockdown with initiative debuff.
It's probably the best build you would be able to make because it has free space for 2 core tactics (you can choose what you need the most), good effective range and at least one utility skill - HD. And there are some downsides of course. Your crit modificator will improve only the finisher (Fell The Weak) and simple Festering Arrow. To sum up: no range KD with initiative debuff, no hard hitting Festering Arrow and no supportive damage from Glass Arrow. You will always have to give up on some good things.
Maybe I was mistaken above and this one should be called "never use this build". You will benefit from new Guerilla Training Tactic as much as you can but... 4! tactic slots must be spent to make it work. It means: minus 160-280 ballistics, enormous AP starvation, everything can be dodged, crit only from items and renown investment. At least you would have good affective range, something like 105ft. But again no rKD+initiative debuff and no Fell The Weak. It's a full-time Scout Stance because, if you enter the Skirmish, I bet you will need to kite on the wheelchair with those stats you would have in the end.
And another full-time Scout. But without heal debuff. The concept is that you will stay at range and try to nuke someone. 3 tactics are mandatory so there are the same issues as I described above. I can't tell how far you could get with that... I think you will get nowhere w/o HD.
It's a pure hybrid. Run around in Skirmish, use rKD and simple Festring Arrow. How effective this can be? Your crits with Festering Arrow will deal slightly more damage than they do on Live server at the moment (e.g. 500 non-crit damage + 250 damage from crit + 125 damage from tactic = 875 of pure damage in total
OR 500 non-crit + 500 crit with tactic = 1000 in total
(I'm just not sure how tactic works exactly) AGAINST 500 non-crit + 250 from crit = 750 in total
(live). The difference varies from 125 to 250 in that imaginary situation). So, it's good since it encourages stance-dancing but the only skills with modificated crit damage you will probably use from Scout are the Festering Arrow and the Acid Arrow.
And the last one if you would really like to try Eagle Eye. So, here is a quick math: we have 250 AP in total, the Eagle Eye with tactic costs us 53, usual rotation should always start with two dots (BA and SS) = 55 ap, after that we can try to start using Eagle Eye with 195 AP left so it will result in 3.7 casts. Basically, you can cast from 3.7 to 4.7 Eagle Eyes. But if you would use the Acid Arrow and Fell The Weak then you would cast only 2 Eagle Eyes and have some AP left for the Takedown snare. Does it look like a "very dangerous" rotation? I am sure It doesn't. Full rotation would take you like 7 seconds not counting GCDs (with them it would probably be 9-10 seconds and even more). This is more than enough time to react since also there won't be any huge damage spikes because of cast times, the damage will flow slowly without any kind of burst. Flight times also should be considered since SW uses projectiles aka arrows and they need some time before they will reach a target, sometimes it can be really noticeable: every skill can have a ~1 second delay. Then add possible dodges and look at how many skills you can really land to make a noticeable damage. The real picture may frustrate you.
All of these builds require 70rr and you can judge how good they look for yourself but I can't find anything over-performing here.