Melee minions (besides Bone Golem) currently move to the enemy and make an attack animation, which can be slow and miss an enemy because either it moves, or another minion kills it. It’s ok, but when you have multiple melee minions (noticeably the beastmaster companions) they tend to group constantly, resulting in a slow clear speed because of targeting.
My idea is to give non mass minions (skeletons, wraiths, animated weapons) an innate movement ability (for example dash/jump/teleport/slash attack) with a short cooldown, like the Bone Golem trample, so if they one shot an enemy because of damage from the movement animation, they spend less time targeting another enemy, makeing the combat feel fluid and increasing their impact on combat. This could be given to primalists’ melee companions, necromancers’ death knights/abomination and manifested armors.
Another idea is that complex minions like manifested armor/abomination should have innately a weaker version of some of their unlockable abilities, giving them a more defining identity from their base form and having them evolving with skills. For manifested armor, dash and spin could have a longer cooldown and smaller area, having the current nodes increase their frecuency and area/damage/effects. Abomination could have a similar treatment for a physical tail slam and stomp without consuming the corresponing zombie/golem.