Alric's problem was that stat passives killed any semblance of a playstyle for him, and his main gimmick was how ridiculously OP he was, tanking enemies longer than Grawl while dishing out insane damage. You've mostly remedied his passives except for the AOE passive, but he's still OP, and more so now.
Dirty Trick is rather plain, and a complex animation to make. Magically conjuring sand just seems too mystical for him, since he's a melee-only tank. I suppose that it's alright, as there's not much to do with his concept anyways.
Blood Rage was hard to think about in terms of balance. Conceptually, I think that it's cool, but executed poorly. Having to kill 8 enemies can be a gruelling task or an extremely easy one depending on the enemies. Since he gets a flat bonus no matter what he kills to get the power, it's far too easy to move him into a group of clustered enemies, who have been damaged by his Sand Warriors(which I'll get to soon), and use Flurry to take them all out in an AOE, immediately gaining the buff, which is already a really effective bonus. It's OP and frustratingly UP all at once. It needs some sort of balance to keep it from making him unstoppable while also having an impact in all levels.
Sweeping Strikes is also OP. The range is ridiculous, combined with the guarantee of 3 enemies nearby being blocked by Sand Warriors makes it capable of dealing hundreds of damage total per strike to many enemies.
Flurry is good as it is, but it could use a longer cooldown considering the DPS even without Swordsmanship.
The Sand Warriors are extremely powerful. I don't know why you made them even stronger when they were already one of the most life-saving powers in the game. 3 extra blockers that move down the path automatically is OP, but now that they last until death or until they reach exit, the player can have double digits of free troops, killing what little importance barracks in KRF had. The extra slow and damage in an AOE is so excessive as a power for them. They should be left as they are, or maybe nerfed a little, but definitely not made stronger.
Overall, I can't say that I like these changes. The current Alric is arguably just as bad as this version in my opinion.
Man, it's nice to be back in action in Fanfiction.