Before I begin, I have a firm belief that aspects should change how you play the game, and not just be a buff to what you're already doing, at least for warlock. A good starting point for aspects should be allowing the same kind of gameplay style that you were able to do before. In the 2.0 subclasses, each tree felt substantially different from each other. For example, Top tree solar was movement, while bottom tree was add clear and mid was healing. Void 3.0 did a great job in this regard because they changed what you should prioritize while fighting. Due to child of the old gods, I've noticed people put down rift so much more often, including myself. When using devour, you're prioritizing killing targets, especially weak ones, to keep yourself alive. With chaos accelerant, you're trying to get a charged nade out there as much as possible. Now, I know this isn't necessarily true for titan and hunter, especially the latter. For example, the main difference between top and bottom tree solar was how many shots your golden gun has. There were definitely more differences than that, but thats the main thing that differentiates them. Anyway, here are my recommendations for solar 3.0, as a warlock main.
First, I think it's only reasonable to put Icarus dash and heat rising into the same aspect. With or without the additional effects being added on June 7th. Both of these aspects (and top tree in solar 2.0) were used mainly by speed runners and players who want to go fast. Not all players do, like me, and it kind of feels like that's the only play style Bungie sees in solar warlock, considering 2 of the three aspects are movement based. So yeah, put them together, maybe remove some fragment slots for balancing.
Second, add in solar 2.0's bottom tree effect of scorched enemies igniting on death. Add it onto the grenade aspect that we have (which will make it feel better overall) or make a completely new aspect for it. Either one works.
Third, add a healing aspect. This should allow you to charge a grenade into a healing grenade, as well as buff Phoenix dive. Since you'd be able to run this with heat rising, change heat rising to consume your melee ability or something. If you run this with the grenade aspect or just healing grenade in general, charging your grenade should turn it into a healing turret, similar to warlock's exotic glaive. Every other warlock subclass has some kind of "buddy" (arc soul, child of the old gods, stasis turret) and this would just fill in that little niche. Also, a healing turret is just a really cool idea. This aspect could also be the recipient of the second idea I suggested, but I feel as though it fits in more so with the grenade aspect.
Lastly, make Phoenix dive have about the same cooldown as hunter dodge. It feels rediculous having to choose between it and a rift that can constantly heal you AND your teammates.
That's about it. With these kind of changes, I firmly believe that solar 3.0 warlock would be fully fleshed out, and almost no warlock would complain with this. The current solar 3.0 feels so gutted and so utterly hollow. It's ridiculously overpowered with the current artifact mods, and not even in a fun way like void 3.0 was.
I hope this feedback helps, and I have a lot more (particularly how to make glaives more fun and enjoyable) if you wish to contact me.
[quote]First, I think it's only reasonable to put Icarus dash and heat rising into the same aspect. [/quote]
Icarus dash is essentially a second class ability. It is already strong enough and is getting a small buff soon.
Heat rises provides numerous benefits from shooting weapons in the air, increased in air accuracy, increases air time, melee energy from airborne kills and soon healing when you consume a grenade. You’re not getting a secondary class ability on top of that.