Without a damage component it loses access to any builds. It's already skipped because there's enough stun in the rest of the set to reliably stunlock bosses for Tankers and Brutes, and for Stalkers if they use Total Focus, also.
There's also no reason whatsoever to increase the self-damage on Energy Transfer (it's not a penalty for high DPA, it's for the endurance cost discount and 1 scale damage for that recharge), and changing the animation for Energy Punch to that of Bitter Ice Blast would make it worse for your attack chain. If you're going to add it in, use the backhand for Energy Transfer (making it much faster but not quite as fast as it used to be), leave Stun alone unless you're going to give it the Cobra Strike treatment, and if you really wanted to make it over-the-top give Total Focus the Dominator animation that animates nearly one second faster.
Personally, I'd play the set again if all that changes is to revert the ET nerf; the problem with the set is that the animations take a long time and the damage doesn't occur until the end of the animation so you spend your time corpse-blasting. Which is incredibly stupid when the power usually doing this also happens to do damage to you even when you're hitting nothing. Having the damage hit near the beginning of a 1 second animation made it far less likely to be wasted. I was willing to trade off having nearly no AoE for the sake of having enough quick burst single-target damage that I could simulate it in small groups, and honestly think most of the ideas to add more AoE damage simply turn Energy Melee into Rad Melee.