And when you compare it to the warrior who can have +5 attack against anything at their 3rd skill (Lethal 3)...
The Lethal traits and the Executioner traits are cumulative. At Lethal III, you have +12 physical attack, not the +5 listed on the trait - you get +(3 + 4 + 5) from having Lethal I + II + III; same goes for Executioner and every other set of traits available. I certainly agree that Lethal is more useful than Executioner, but you're underselling Lethal here. Also, as of the last point in time anyone brought this up, Stardock said that this kind of stacking was intentional and that they were open to suggestions as to how to show it better. Nothing ever came of the thread about it, though.
Next thing i'm scrutinizing... is the 3 Accuracy abilities. If you plow through all 3, you end up with +30 accuracy. That's not bad I guess, but 3 traits to seems like a fair bit when the Warrior can take Discipline and get +1 Accuracy and +1 Spell Resistance per level and it only requires 1 ability.
I would suggest combining these with some kind of critical chance or critical damage bonus, or perhaps a small general damage bonus - if you're more accurate, surely you can find the weak points more easily in addition to hitting the target more often. That, or make it be more of a side branch than one of the primary branches of the tree.
The Executioner abilities seem rather underwhelming.... only useful against champions which is not all that often. And when you compare it to the warrior who can have +5 attack against anything at their 3rd skill (Lethal 3)... they just seem, weak. I'm think of merging it to one skill and just making it something like +25% attack vs. champions... maybe even +50%. Thoughts?
If you do the calculations, +3 attack on a base of 10 attack is effectively an average damage bonus of ~50% against targets with defense ratings from 0 to 40 (the actual bonus goes from 30% against 0 defense up to about 60% for 40 defense, using a base attack of 10). Linked below is a calculator - put in a value for the bonus in the cell B1, and the decimal form of the percentage bonus over the base attack scores listed in column A will show up in the row and column corresponding to the basic attack and defense scores your unit might be up against, while the right-most column contains average percentile damage bonuses from the attack boost for the given attack score (and the bottom-most cell in that column gives the overall average damage boost for all attack/damage scores in the spreadsheet):
https://www.dropbox.com/s/2b6pzfducv9lhy6/BonusCalculator.xlsx
You will need Microsoft Excel 2007 or higher, or a compatible program, in order to use the calculator. If you want to calculate it yourself, the increase in damage over the unboosted attack damage was calculated as follows:
%_Boost = 100*{ [ (A + D)*M*M(A + B )*(A + B ) / ( A*A*[M*(A + B ) + D*(1 - P)] ) ] - 1}
which is a simplification of:
%_Boost = 100*{ [(A + B )*(A + B )*M*M / (M*(A + B ) + D*(1 - P))] - [(A*A) / (A + D)] } / { (A*A) / (A + D) }
In these formulas, A is the base Attack score, D is the Defense score, and B is the magnitude of the bonus applied to the attack score. M is the decimal equivalent of the percentile attack bonus (25% bonus => M = 1.25), and P is the decimal equivalent of the armor penetration (33% => P = 0.33).
Edit: I put up a new version at 9:55 EST that allows you to see the effective bonus when you include armor penetration and percentile attack modifiers, in addition to the effective bonus when you include additive attack bonuses. Give the percent bonus as an integer, unless you want to see the bonus for e.g. 0.25% attack bonuses; same goes for the penetration. The spreadsheet now also lets you choose the increment and the initial value that you want to start the computation at without going in to modify the cell formulas.
I also modified the formulas given above to reflect the changes made to the spreadsheet.
Oh, and Armor Penetration is bounded between 0 and 100 in the cell formulas doing the computation, because in-game you can't have more than 100 armor penetration, and I don't see the point in giving weapons negative armor penetration (well, I suppose if you wanted a weapon that was intended for use vs unarmored targets, but still ...).