I really think you are making this harder to understand than it has to be.
Seeing as this is a problem of the base mechanic of the wizard vs other classes. i am going to ignore a couple of issues.
I will ignore the use of specific runes or passives. Some of these change the problem for some skills depending of the build. But they dont change the main issue.
For classes the have both generators and spenders for their ressources, The attack speed doesn't matter as much for there overall damage. a faster weapon will mean less damage on spenders but faster regen due to faster attack on generators.
The wizard has no direct result over his regen. it is fixed.
if we can agree on the fact that the abilities that uses AP does more damage than signature spells, we can agree that the more you can use your spenders the better.
An ability does X weapon damage for Y AP. it doesn't matter if its channeled or singlecast. the faster your weapon the faster you can attack again.
So for every attackspeed cycle. you do X damage and pay Y AP in Z amount of time.
So here is the core issue: Slower weapons deals more damage per spend AP then fast weapons. In other classes this gets balanced out by an equally slower regen. But not for wizards, they are stuck with base regen.
Wether or not this difference gets "fixed" by the extra damage from orbs, we have no idea of knowing yet. Some abilities can get around this issue with certain runes. but that doesn't really matter. This is the difference is the base mechanic between AP and the other classes.
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Seeing as this is a problem of the base mechanic of the wizard vs other classes. i am going to ignore a couple of issues.
I will ignore the use of specific runes or passives. Some of these change the problem for some skills depending of the build. But they dont change the main issue.
For classes the have both generators and spenders for their ressources, The attack speed doesn't matter as much for there overall damage. a faster weapon will mean less damage on spenders but faster regen due to faster attack on generators.
The wizard has no direct result over his regen. it is fixed.
if we can agree on the fact that the abilities that uses AP does more damage than signature spells, we can agree that the more you can use your spenders the better.
An ability does X weapon damage for Y AP. it doesn't matter if its channeled or singlecast. the faster your weapon the faster you can attack again.
So for every attackspeed cycle. you do X damage and pay Y AP in Z amount of time.
So here is the core issue: Slower weapons deals more damage per spend AP then fast weapons. In other classes this gets balanced out by an equally slower regen. But not for wizards, they are stuck with base regen.
Wether or not this difference gets "fixed" by the extra damage from orbs, we have no idea of knowing yet. Some abilities can get around this issue with certain runes. but that doesn't really matter. This is the difference is the base mechanic between AP and the other classes.
0
http://us.battle.net/d3/en/calculator/barbarian#bQXdUP!YZg!aYZZab
The purpose of this build is to collect as many mobs on top of you character and then AOE them and trying to stay alive.
Primary and secondary: Cleave and whirlwind
Their purpose is to deal damage to everything
Leap attack and groundstomp
These abilities are runed to suck in enemies from a large radius.
Overpower
This is used to stay alive
Passives
These are chosen to maximize overpower via. crit and to boost damage