So with the new Virtue system, I feel like Spirit as a whole is underwhelming and Smite is overwhelming.
To resume :
Smite does damage, heals, interacts with equipped totems, activates your runes, and grant one spell instant cooldown reduction (%?)
Spirit grants 1,5% cooldown reduction per point.
I understand Smite is supposed to be Soulframe's bread and butter ; but it currently does too much overall and shadows the whole point of Spirit's cooldown reduction. With enough Smite procc chance, playing Courage (with more health, better armor, better weapons) or playing Grace (with more health and damage, better armor, better weapons), you still can have enough cooldown reduction by spamming Smite-pull and its innate effect reducing one spell cooldown ; without even the need to rely on Spirit or even Totem synergy.
Proposed changes :
-Smite innate cooldown reduction should be either completely removed ; or added as a new node in the Pact's tree, like the damage and the healing portion it can provide, while also reducing its potency to be a fixed amount of seconds reduced. Changing it so would ask player to invest more into Smite and/or use the synergy with Totems, and would give more chances for Spirit's passive cooldown reduction to be relevant.
-Add another bonus to Spirit points as a Virtue ; if Smite is some kind of soul magic, why not allow Spirit to increase chances of Smite for weapons and spells by 1,5% for every 10 Spirit, for example ? It would give an edge to Spirit weapons and Spell casters to benefit from, empowering the whole package with all the Smite-pull effects, and incentivising people to invest a bit more into this Virtue, even if they play mainly Courage or Grace.
-The most radical change would be to remove the Spirit's passive, remove all Smite's bonus in Pact's tree, and from a blank slate, tie Spirit and Smite together ; making Smite's healing, damage, and Cooldown reduction tied to the amount of Spirit points.