Would champ be the same powerhouse with recent changes?
That's a good question, and I'm still trying to puzzle it through. Lots of champ threads since 1.10 and Trespasser came out. First few threads were "ZOMG they ruined 2H champ!!!". These threads brought up concerns that the guard generation of "to the death" wasn't working properly. On top of that, Walking Fortress was nerfed (it used to reduce skill cooldowns too). Those two things were red flags were 2H champs unless they were carrying some high tier axe with amazing critical chance on it.
But now I'm seeing threads that mention insane damage from "to the death". Couple that with the spin-to-win thread talking about how the whirlwind upgrade (that increases damage) boosts all dot damage (i.e. poisons from rogues, bee grenade damage, burning damage) and now things are not so clear.
If you aren't playing on nightmare with trials though, I think 2H champ is great. I just felt a bit overwhelmed in Descent DLC fire room. I couldn't survive the damage, protect my group, and kill elites in a reasonable time But that was on nightmare.
Not sure if I said it, but the other specialization updates (i.e. toggles) complicate matters. Templar was given a really amazing self-heal, and Reaver's heal was made better too. These two things mean all three specs have some great survival.
My honest opinion is think about the skills they provide. Ignore the 3rd weak link (every tree has one). You really have:
Walking Fortress (8 sec invulnerability) & To the Death (boss killer)
or
Wrath of Heaven (AoE damage/stun/self-heal) & Spell Purge (eldritch detonator, remove rifts, destroy barriers, remove electric rings, etc)
or
Dragon-Rage (insane damage) & Devour (self-heal/damage)
From story-line, all three work out. Hell, if you really want to be honest, the best fit is no specialization from a narrative point-of-view.