While I agree that our profession should be quite powerful, as it was meant to be, there has to be a way to reduce the number and kind of TKMs in the game to only the most dedicated, and deserving, of players.
As such, here is a list of suggestions:
1) XP requirements for boxes:
Unarmed 1: Change from 1,000 to 2,500 xp.
(We all know that getting hit 1 is the stepping stone to starting out, and we want to make it harder, not impossible.)
Unarmed 2: Change from 5,000 xp to 8,000 xp
Unarmed 3: Change from 15,000 xp to 20,000 xp
Unarmed 4: Change from 70,000 xp to 100,000 xp
Teras Kasi Novice: Change from 125,000 to 200,000 xp
First level boxes: Change from 175,000 to 250,000 xp
Combat first level: Leave at 60,000 combat xp
Second level boxes: Change from 250,000 to 350,000 xp
Combat second level: Change from 85,000 to 90,000 xp
Third level boxes: Change from 350,000 xp to 450,000 xp
Combat third level: Change from 120,000 to 135,000
Fourth level boxes: Change from 450,000 xp to 600,000 xp.
Combat fourth level: Leave at 150,000 xp
Teras Kasi Master: Change to 1,600,000 of unarmed xp
Vibroknucklers:
IMHO, VKs should also be completely useless until you hit novice TK. The certification should be moved to Master Power Techniques as well, and the speed upgrades of using one will allow you to go up to power 4 instead of unarmed 4.
We all know that a player going up swordsman can't use power hammers at two-handed 1, so why should TKs get to use VKs at unarmed 1?
Moves:
Because we are now making Teras Kasi Master a far harder skill to acheive, we should also make it more rewarding. I propose that the current unarmed hit 3 be moved to Master Power Techniques, and an Unarmed hit 4 and Unarmed Knockdown 3 be created for TKM. UHit 4 would deal half again more damage then the current hit 3, and the knockdown 3 would have a higher chance of knocking the target down and cause a bleed to a random HAM pool.
The damage inflicted by unarmed hit 2 should be increased by 25%.
Abilities:
Nothing much here. I suggest that an attack bonus vs. jedi be implemented and put into the MBH and TKM slots, as both these professions are more centered towards killing jedi than others. TKMs will have studied the art to a fine point and should be very focused (+30 resist to dizzy) and also good on their feet (+30 to defense vs. KD).
As also stated in the TK history, Teras Kasi Artists should have at least some force resistance from the meditation trees, and a little bit more at Master.
Current TKMs:
Current TKMs should be dropped down to power 4, those below TKM to power 3, and so on.
Trainers:
The arts of Teras Kasi are rare, and should be made that way. All current trainers should be removed, and player cities disallowed from placing them. The only TKA trainer should be located in the Blueleaf temple on Yavin IV. Those seeking to train in the art will be forced to fight their way through the Klikniks surrounding the temple to get to the trainer. They will doubtless need another prof or a group to acheive this. This serves a double purpose, as the person wanting to become a TKA must learn to work with others.
Overall:
If even half of these changes were implemented, Teras Kasi Masters would be more fitting to their roles, and the current number of people who become TKMs, let alone going up the prof, would drop dramatically. This fits into the best of plans, as there are thosands of TKMs running around at a time when there should be a few hundred at best.
It would also make TK comparable to jedi, and as rewarding. This is, by my understanding, a large part of the idea of the art's creation after the destruction of Palawa. It would also adhere more to the storyline by reducing the number of TKMs romping around.
These are just my views, and I welcome a heated and progressive discussion





