There are a multitude of perks offered to all the classes that are simply completely useless and seems like placeholder perks, just to maintain the illusion of choice. The same goes for melee weapon perks. 
For ranged weapons its often a real choice of ammo or dmg in some way, shape or form, which is a fair choice. for melee weapons its usually more dmg on a specific attack or the enemy does less dmg if hit by this attack. This isnt a choice, noone in their right mind would ever choose the potential dmg reduction over simply more dmg. The argument for choosing inferior perks in a line for a better perk at the very end could be made. But this simply isnt true for any of the melee weapons. The only "last perk" thats worth investing the entire line for is the gauntlet perk that does 50% more dmg on a dash hit, but that path is just better then the other path anyway. 
The true problem, however is definetly the class perks. Every class has at least a few perks that are ether just useless, or significantly worse then the other options, some classes have more then others, but all classes have them. This is the main reason why assault is far worse then the other classes, cause it has by far the biggest amount of useless perks.    
The other issue with the perks is the dispersion of them, some of the collums have 3 useless perks and some have 3 good perks. This is something i would highly recommend Focus to look over and see how it could be changed with every class as its a great way to buff player perception as well as the actuall character, instead of just numbers buffs that arent noticed. I would be happy to provide what i consider to be useless perks from the other classes as well if thats wanted. I have Another more thourough review posted, with more suggestions for replacements as well. Here are the Completely useless perks from Assault IMO:

Commitment

Signature

25

A perfectly time Dodge using a Jump Pack Dash restores Jump Pack's Ability Charge.

Aerial Grace

Gear

24

After a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds.

Ascension

Signature

17

Jump Pack Leap deals Damage to all enemies in the takeoff area.

Hammer Of Wrath

Gear

14

After a Ground Pound, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds.

Retribution (Assault Class)

Core

11

After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds.

Ample Ammunition

Signature

9

Any use of Jump Pack reloads the equipped Ranged Weapon.

Wings Of Flame

Gear

7

Jump Pack Dash damages enemies along its trajectory.

Perseverance

Core

4

While performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back.