Javazon is dependent on its life regen/ele absorb passives (Second Wind/Elemental Aegis) for survivability. Unfortunately these are tied to blocking physical attacks, so these defensive layers don't exist while fighting casters.
It seems like an oversight to have all these defensive layers active vs. physical mobs (where Javazon is strongest due to block), only to have nothing at all vs. casters (where block is worthless) if there are no physical mobs around.
It's also a bit unfair considering that comparable builds (Throwsin, Wereowl) have their defensive layers constantly active, and don't suddenly become vulnerable if a certain mob type isn't attacking them. Apples/oranges somewhat, but I think it's a fair comparison that Throwsin retains Prismatic Cloak/Perfect Being even when block is useless, and Wereowl its persistent avoid/regen from Faerie Fire/Symbiosis/Progeny's Blessing.
Before the rework, Javazon's regen was consistent in this way through the Moonbeam buff (admittedly clunky, but it did the job).
Suggestions:
- 1) Grant the Second Wind/Elemental Aegis bonuses passively while an Amazon class shield is equipped, or
2) Change Second Wind/Elemental Aegis so they trigger upon both blocking and taking spell damage, or
3) Rework Elemental Aegis into 20-25% spell block instead of ele absorb, naturally triggering Second Wind upon blocking
Build Variety:
Taking Throwsin as a benchmark: Throwsin has three viable active skills (plus Broadside and Wychwind) and multiple different scaling vectors (phys, phys/magic conversion, phys/supplemental ele through Ways, IED/Ways, poison).
Vehicles for Javazon variety already exist in the form of
Askari Device

(tri-ele IED) and the 

Askari Device
Amazon Javelins
'TahaYst'
Runeword Level: 110
Innate Tri-Elemental Damage: (40.0% of Dexterity)
8% Chance to cast level 27 Javelin Nova on Kill
+4 to Amazon Skill Levels
40% Attack Speed
+75 Damage
Adds 300-500 Fire Damage
Adds 300-500 Lightning Damage
Adds 300-500 Cold Damage
(15 to 20)% Innate Elemental Damage
-(30 to 35)% to Enemy Elemental Resistances
+200 to Life
Maximum Elemental Resists +1%
(40 to 50)% Magic Find
Amazon Javelins
'TahaYst'
Runeword Level: 110
Innate Tri-Elemental Damage: (40.0% of Dexterity)
8% Chance to cast level 27 Javelin Nova on Kill
+4 to Amazon Skill Levels
40% Attack Speed
+75 Damage
Adds 300-500 Fire Damage
Adds 300-500 Lightning Damage
Adds 300-500 Cold Damage
(15 to 20)% Innate Elemental Damage
-(30 to 35)% to Enemy Elemental Resistances
+200 to Life
Maximum Elemental Resists +1%
(40 to 50)% Magic Find
Thunderstorm
oskill set. They suck donkey balls, however.Thunderstorm
(Amazon Oskill Set)
Eye of Wisdom
Charged Cloud
Set Bonus with complete set:
Scorpion Sting: +1% Pierce Chance to Lightning Fury per Base Level
-33% to Enemy Lightning Resistance
+1 to Lightning Fury
(Amazon Oskill Set)
Eye of Wisdom
Charged Cloud
Set Bonus with complete set:
Scorpion Sting: +1% Pierce Chance to Lightning Fury per Base Level
-33% to Enemy Lightning Resistance
+1 to Lightning Fury
Both the runeword and set require adjustments to be viable, but some simple changes/additions could integrate them nicely with the Amazon trees:
- 1) IED Javelins could have an orange text that unlocks the Dragonlore passive in the Bow tree
2) Add a Mastercrafted tri-ele IED Javelin base with an orange text providing a life sustain mechanic (in addition to unlocking Dragonlore)
2) The Lightning Fury oskill set could unlock Thundermaiden ("Javelin path" providing strong flat lightning damage in addition to the pierce) and Discharge passives in the Storm tree
3) Rework Lightning Fury to be based on phys with supplemental lightning damage, rather than spell damage
Additionally,
Hellrain
and 
Hellrain
Maiden Javelin (Sacred)
Throw Damage: (241 - 263) to (337 - 364)
One-Hand Damage: (174 - 188) to (245 - 262)
(Amazon Only)
Required Level: 100
Required Strength: 310
Required Dexterity: 600
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
Adds 1% Crushing Blow per 4% Fire Spell damage
5% Chance to cast level 60 Cataclysm on Kill
2% Chance to cast level 60 Rain of Fire on Striking
+2 to Amazon Skill Levels
Adds 50-100 Damage
-(20 to 60)% to Enemy Fire Resistance
+(170 to 200)% Enhanced Damage
Slow Target 25%
+100 to Dexterity
Socketed (3)
Maiden Javelin (Sacred)
Throw Damage: (241 - 263) to (337 - 364)
One-Hand Damage: (174 - 188) to (245 - 262)
(Amazon Only)
Required Level: 100
Required Strength: 310
Required Dexterity: 600
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
Adds 1% Crushing Blow per 4% Fire Spell damage
5% Chance to cast level 60 Cataclysm on Kill
2% Chance to cast level 60 Rain of Fire on Striking
+2 to Amazon Skill Levels
Adds 50-100 Damage
-(20 to 60)% to Enemy Fire Resistance
+(170 to 200)% Enhanced Damage
Slow Target 25%
+100 to Dexterity
Socketed (3)
Danmaku
support a supplemental fire-based build for farming. A thematically appropriate way to integrate this would be for Hellrain to unlock Fire Elementals in the Blood tree, though it would require some kind of strong supporting bonus to the elementals to make them useful.
Danmaku
Athulua's Hand (Sacred)
Defense: (2657 - 3003) to (2861 - 3234)
Chance to Block: 5%
(Amazon Only)
Required Level: 100
Required Dexterity: 349
Item Level: 120
5% Chance to cast level 15 Javelin Nova on Kill
15% Chance to cast level 5 Javelin on Striking
1% Chance to cast level 45 Fire Bolt Nova on Striking
+(2 to 3) to Amazon Skill Levels
1% Base Block Chance
35% Attack Speed
25% Block Speed
Adds 15-25 Damage
+(21 to 25)% to Fire Spell Damage
+(115 to 143)% Enhanced Defense
Socketed (4)
Athulua's Hand (Sacred)
Defense: (2657 - 3003) to (2861 - 3234)
Chance to Block: 5%
(Amazon Only)
Required Level: 100
Required Dexterity: 349
Item Level: 120
5% Chance to cast level 15 Javelin Nova on Kill
15% Chance to cast level 5 Javelin on Striking
1% Chance to cast level 45 Fire Bolt Nova on Striking
+(2 to 3) to Amazon Skill Levels
1% Base Block Chance
35% Attack Speed
25% Block Speed
Adds 15-25 Damage
+(21 to 25)% to Fire Spell Damage
+(115 to 143)% Enhanced Defense
Socketed (4)
Another cool option would be the ability to cube a
Kukri
or Flying Kinzhal with a Long Staff to turn them into equivalent javelins.
Kukri
Kukri (Mastercrafted)
One-Hand Damage: 45 to 50
Required Level: 30
Required Dexterity: 550
Quality Level: 200
Dexterity Damage Bonus: (0.14 per Dexterity)%
Cannot be Renewed
+1 Lightning Damage per 1% Bonus to Defense
+1 Lightning Damage per 1% Total Physical Weapon Damage Bonus
Socketed (3)
Kukri (Mastercrafted)
One-Hand Damage: 45 to 50
Required Level: 30
Required Dexterity: 550
Quality Level: 200
Dexterity Damage Bonus: (0.14 per Dexterity)%
Cannot be Renewed
+1 Lightning Damage per 1% Bonus to Defense
+1 Lightning Damage per 1% Total Physical Weapon Damage Bonus
Socketed (3)
Active Skills:
Eviscerate feels clunky and boring. Seems like most Javazon players (including myself) play with Maelstrom instead.
Personally I level with
Icebird
, then farm out cows for a Maiden Javelin base and craft a decent Maelstrom javelin before proceeding, later picking it up through 
Icebird
Flying Knife (4)
Throw Damage: (5 - 7) to (7 - 8)
One-Hand Damage: (5 - 7) to (7 - 8)
Required Level: 10
Required Dexterity: 53
Item Level: 10
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 2 Shackles of Ice on Striking
Adds (3 to 4)-(5 to 9) Cold Damage
+(18 to 40)% Enhanced Damage
-(4 to 6)% to Enemy Cold Resistance
+(1 to 2) to APF-20 'Maelstrom' MkI
Cold Absorb 2%
8% Magic Find
Socketed (1)
Throw Damage: (24 - 27) to (27 - 31)
One-Hand Damage: (18 - 20) to (19 - 22)
Required Level: 23
Required Dexterity: 84
Item Level: 36
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 6 Shackles of Ice on Striking
Adds (11 to 13)-(26 to 33) Cold Damage
+(64 to 86)% Enhanced Damage
-(7 to 9)% to Enemy Cold Resistance
+(3 to 6) to APF-20 'Maelstrom' MkI
Cold Absorb 3%
13% Magic Find
Socketed (2)
Throw Damage: (56 - 62) to (64 - 71)
One-Hand Damage: (33 - 37) to (37 - 41)
Required Level: 41
Required Dexterity: 169
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 10 Shackles of Ice on Striking
Adds (41 to 50)-(121 to 130) Cold Damage
+(109 to 132)% Enhanced Damage
-(10 to 12)% to Enemy Cold Resistance
+(7 to 11) to APF-20 'Maelstrom' MkI
Cold Absorb 4%
18% Magic Find
Socketed (2)
Throw Damage: (76 - 83) to (85 - 93)
One-Hand Damage: (44 - 48) to (48 - 53)
Required Level: 50
Required Dexterity: 337
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 12 Shackles of Ice on Striking
Adds (91 to 100)-(211 to 260) Cold Damage
+(132 to 154)% Enhanced Damage
-(13 to 15)% to Enemy Cold Resistance
+(12 to 16) to APF-20 'Maelstrom' MkI
Cold Absorb 5%
20% Magic Find
Socketed (2)
Flying Knife (4)
Throw Damage: (5 - 7) to (7 - 8)
One-Hand Damage: (5 - 7) to (7 - 8)
Required Level: 10
Required Dexterity: 53
Item Level: 10
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 2 Shackles of Ice on Striking
Adds (3 to 4)-(5 to 9) Cold Damage
+(18 to 40)% Enhanced Damage
-(4 to 6)% to Enemy Cold Resistance
+(1 to 2) to APF-20 'Maelstrom' MkI
Cold Absorb 2%
8% Magic Find
Socketed (1)
Throw Damage: (24 - 27) to (27 - 31)
One-Hand Damage: (18 - 20) to (19 - 22)
Required Level: 23
Required Dexterity: 84
Item Level: 36
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 6 Shackles of Ice on Striking
Adds (11 to 13)-(26 to 33) Cold Damage
+(64 to 86)% Enhanced Damage
-(7 to 9)% to Enemy Cold Resistance
+(3 to 6) to APF-20 'Maelstrom' MkI
Cold Absorb 3%
13% Magic Find
Socketed (2)
Throw Damage: (56 - 62) to (64 - 71)
One-Hand Damage: (33 - 37) to (37 - 41)
Required Level: 41
Required Dexterity: 169
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 10 Shackles of Ice on Striking
Adds (41 to 50)-(121 to 130) Cold Damage
+(109 to 132)% Enhanced Damage
-(10 to 12)% to Enemy Cold Resistance
+(7 to 11) to APF-20 'Maelstrom' MkI
Cold Absorb 4%
18% Magic Find
Socketed (2)
Throw Damage: (76 - 83) to (85 - 93)
One-Hand Damage: (44 - 48) to (48 - 53)
Required Level: 50
Required Dexterity: 337
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
1% Chance to cast level 12 Shackles of Ice on Striking
Adds (91 to 100)-(211 to 260) Cold Damage
+(132 to 154)% Enhanced Damage
-(13 to 15)% to Enemy Cold Resistance
+(12 to 16) to APF-20 'Maelstrom' MkI
Cold Absorb 5%
20% Magic Find
Socketed (2)
Thrillseeker
/
Thrillseeker
Throwing Spear (Sacred)
Throw Damage: (192 - 222) to (244 - 282)
One-Hand Damage: (124 - 144) to (145 - 168)
(Amazon Only)
Required Level: 100
Required Dexterity: 530
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
+2 to Maximum Damage (Based on Character Level)
10% Life stolen per Hit
+(160 to 200)% Enhanced Damage
+(5 to 10) to APF-20 'Maelstrom' MkI
(15 to 25)% to Dexterity
+(250 to 500) to Life
5% Chance to Avoid Damage
Socketed (4)
Throwing Spear (Sacred)
Throw Damage: (192 - 222) to (244 - 282)
One-Hand Damage: (124 - 144) to (145 - 168)
(Amazon Only)
Required Level: 100
Required Dexterity: 530
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
+2 to Maximum Damage (Based on Character Level)
10% Life stolen per Hit
+(160 to 200)% Enhanced Damage
+(5 to 10) to APF-20 'Maelstrom' MkI
(15 to 25)% to Dexterity
+(250 to 500) to Life
5% Chance to Avoid Damage
Socketed (4)
Relic (APF-20 'Maelstrom' MkI)
/Mastercrafted Gloves. It seems infinitely better both for farming and ubers right out of the gate.
Relic
Required Level: 75
Maelstrom MkI: +10% Bonus Magic Damage
+(13 to 21) to APF-20 'Maelstrom' MkI
+20 to Dexterity
Required Level: 75
Maelstrom MkI: +10% Bonus Magic Damage
+(13 to 21) to APF-20 'Maelstrom' MkI
+20 to Dexterity
Maelstrom also just feels so much better to play: autotargeting, hits many times for on-striking procs, and has better aesthetics - looks and sounds cool and has a nice smooth "rubberiness" to it.
It's sad that the innate Javazon skill is lacking enough that we just use an Assassin oskill instead.
Impale also seems quite silly - nice proc, but running into melee range and hitting with what feels like a basic autoattack skill (like you do when you kill the first few zombies in the Blood Moor...) is terrible and not fun at all.
I don't have any specific suggestions as to how to improve/rework these, but feel like it needs to be raised.