I had a few more to add that I found really handy that KA wasn't particularly handling how I would have liked or in some cases, not at all (for *my* circumstance - I love KA).
Today I've got some Mage, Shaman, and Druid ones for ya:
I run with an Enchanter and Mage in my group. One of the main sources of Mage DPS is through rains (on a single target). Now, given it is considered an AE spell, this causes some conflicts with KA if multiple mobs are around in camp or they are mezzed. Here is the solution I'm using and have found extremely effective:
downflag4=1
downflag5=1
downshit4=/if (${Target.Type.Equal[NPC]} && ${Me.XTarget} <= 1 && ${SpawnCount[npc radius 75]} && ${Me.CombatState.Equal[COMBAT]} && ${Cast.Ready[Coronal Rain Rk. II]} && !${Me.Invis} && !${Me.Moving}) /casting "Coronal Rain Rk. II"
downshit5=/if (${Target.Type.Equal[NPC]} && ${Me.XTarget} <= 1 && ${SpawnCount[npc radius 75]} && ${Me.CombatState.Equal[COMBAT]} && ${Cast.Ready[Rain of Cutlasses Rk. II]} && !${Me.Invis} && !${Me.Moving}) /casting "Rain of Cutlasses Rk. II"
What I would really love is to have the Mage move back a short number of paces if he's within X distance of the mob because sometimes the rain will also hit him. This is a minor inconvenience though and you'll usually resist the damage anyhow.
Here are two more to keep your pet ready to tank at all times:
downflag6=1
downflag7=1
downshit6=/if (${Me.Pet.ID} && !${Me.PetBuff[Shieldstone Stance]} && ${Cast.Ready[Shieldstone Stance]} && ${Me.Pet.PctHPs}<90 && !${Me.Moving} && !${Me.Invis}) /casting "Shieldstone Stance"
downshit7=/if (${Me.Pet.ID} && !${Me.PetBuff[Aegis of Kildrukaun]} && ${Me.AltAbilityReady[Aegis of Kildrukaun]} && ${Me.Pet.PctHPs}<90 && !${Me.Moving} && !${Me.Invis}) /alt act 441
Neat thing about this is when you initially summon the pet, if you have any type of focus on, the pet isn't at max HP and so it will go ahead and trigger these so the buffs will already be there. Now, I usually only have my Mage pet tanking named which is why the threshold is set at <90%. Given the recast times, your mage will still get in lots of DPS but always keep him guarded. I recommend altering that value to match your playstyle. Also notice there is no combat tag, you may want to include that if you edit it.
Now for the Shaman. Again, due to limitations with targeting code, you must set someone in your group (or whoever your heal target is) as the first slot in Xtarget. No other workaround I have been able to get to work. This is similar to the Frost Gift twinheal downshit I posted previously.
Here is the one for Spiritual Surge, the way overpowered Shaman wave heal. You may think it's crazy I have it set at HP less than 99% but you'll essentially have healing waves splashing everyone non-stop. Pair this with my twinheal downshit above and you have godmode.
downflag5=1
downshit5=/if (${Me.XTarget} && ${Me.XTarget[1].PctHPs} < 99 && ${Cast.Ready[Spiritual Surge Rk. III]} && !${Me.Invis} && !${Me.Moving}) /multiline ; /target ${Me.XTarget[1]} ; /casting "Spiritual Surge Rk. III"
Next up is Druid. Again, for my purposes, other methods were not working correctly for me. Most likely operator error but anyway...
First is for general grouping, Wrath of the Wild. Puts a huge 1 counter DS on the main tank and provides a chance to proc an attack debuff. It's a short cooldown so you'll get it up every other fight or so. Just handy to have IMO:
downflag5=1
downshit5=/if (${Me.AltAbilityReady[Wrath of the Wild]} && ${Me.CombatState.Equal[COMBAT]} && !${Me.Invis} && !${Me.Moving}) /multiline ; /target ${Group.MainTank} ; /alt act 170
Next up we have the huge arsenal of defensive stuff. For me, the initial engage of a named is usually the make or break moment so that's why I don't hesitate using these.
downflag6=1
downflag7=1
downshit6=/if (${Target.Named} && ${Me.CombatState.Equal[COMBAT]} && ${Me.AltAbilityReady[519]} && !${Me.Invis} && !${Me.Moving}) /multiline ; /target ${Group.MainTank} ; /alt act 519
downshit7=/if (${Target.Named} && ${Me.CombatState.Equal[COMBAT]} && ${Me.AltAbilityReady[384]} && !${Me.Invis} && !${Me.Moving}) /multiline ; /target ${Group.MainTank} ; /alt act 384
This will activate Convergence of Spirits and Spirit of the Bear. These add large AC boosts, a large direct heal, a lingering HoT, dodge mods, and damage shields. They DO stack. If you want to space it out because you need more defensive time, just add in your preference. We have one more "oh shit" ability, Swarm of Fireflies. This one is kindof annoying and situational but let's go with it. It only fires if your tank goes below 30% HP. It provides a huge heal and then a short duration heal over time:
downflag8=1
downshit8=/if (${Target.Named} && ${Me.CombatState.Equal[COMBAT]} && ${Me.AltAbilityReady[699]} && ${Group.MainTank.PctHPs} <40 && !${Me.Invis} && !${Me.Moving}) /multiline ; /target ${Group.MainTank} ; /alt act 699
Last one is for the group based on the Druid's HP. It will only activate if it is a named and if the druid hits <50% HP. I figure you're either getting hit or more likely, AE'd, so it helps the group. Spirit of the Wood: Group Direct heal, heal over time, AC, and damage shield. It does not stack with Convergence of Spirits but that can only be on one person (if it's even up still by now).
downflag9=1
downshit9=/if (${Target.Named} && ${Me.CombatState.Equal[COMBAT]} && ${Me.PctHPs}<50 && ${Me.AltAbilityReady[185]} && !${Me.Invis} && !${Me.Moving}) /alt act 185