After doing the bounty system a bit more (or trying to at least) it still comes off as a bit anemic, especially Rank 1. Along with all the additional slot items being added I'd like to suggest the following change:
All Ranks
-Remove Class restrictions off weapons and belts (Or if you want to idiot-proof weapons expand the classes to everyone that can use that weapon type, ie: rng/bst/war/pal/sk on dagger etc)
-Modify Belt stats to better represent archetype roles (ie: tank stats, melee stats, caster stats) instead of armor archetypes (for example SHM on a belt with DEX as the only stat just because it is 'chain')
-Remove Elemental damage off pri/sec base items/weapons
-Increase base DMG on 1hand weapons by 1
-Increase base DMG on 2hand weapons by 3 (White Wyvern Staff excluded due to higher attribute bonuses)
-Add 3AC to White Wyvern Longsword
-Remove any existing instances of elemental damage on pre-existing augs (unless the aug system lets you stack different types, unsure about this)
Rank 1
-Add in either tier III or IV focus effect augments Type 13 = 3-5 tokens
-Add 18% Haste augment Type 13 = 6 tokens
-Add +5 Elemental DMG augment Type 12 (Can't be put in weapons or gloves/boots if they get added) = 2 tokens
*FIX*-Reduce cost of Inscription of Circuit Breaking from 10 to 5 to bring it in line with cost of 2hand version
Rank 2
-Add in 24% Haste augment Type 13 = 4 tokens
-Add +10 Elemental DMG augment Type 12 (Can't be put in weapons or gloves/boots if they get added) = 2 tokens
*FIX*-Reduce cost of Inscription of Major Elemental Sundering from 20 to 6 tokens to bring it in line with cost of 1hand version
Rank 3
-Add in 28% Haste augment Type 13 = 4 tokens
-Add +15 Elemental DMG augment Type 12 (Can't be put in weapons or gloves/boots if they get added) = 2 tokens
-Reduce cost of Inscription of the Giantslayer/Inscription of the Great Giantslayer to 5/10 tokens respectively to bring it in line with other bane augments
-Reduce cost of Inscription of the Dragonslayer/Inscription of the Great Dragonslayer to 5/10 tokens respectively to bring it in line with other bane augments
Final Word
Removing Class Restrictions
More freedom to have the kind of weapon you want (P.S. can't believe there is no axe) and now that base attributes have been added more freedom to customize.
Tier III or IV Focuses for Rank 1
I'm not totally sure which tier of focus would be more appropriate, many of the Rank 1 bounty targets would require a group to kill until I would estimate roughly tier 4ish so keep that in mind. Adds more for Rank 1 bounty hunters to spend their tokens on and helps Rank 1 be more than an artificial bottleneck.
Haste
The percentage of haste offered by the augments sit below the haste value the average character doing said bounties would have at the time and offers an alternative to the other worn bonuses, in other words instead of providing a direct upgrade it's a lateral move that may give you more slot flexibility.
Weapon Damage
Right now the weapons are far more appealing statistically to caster DPS than they are to melee DPS. This makes the end ratios of the weapons much more in line with the large time investment to build them and the tier of equipment you'll be sporting as a legitimate player doing these.
Elemental Damage
This is simple, it just gives casters more flexibility in what they make and provides access to a type 12 aug before Rank 3