Based on which attacks you use just as set mules it seems you could use an attack chain similar to what I have used on a character.
With Hasten active, my attack chain was only Follow Up, Shockwave, Eviscerate, Focus. By queuing the Eviscerate attack before Shockwave finishes animating, it will select its targets at the instant just before they are tossed back by Shockwave, so they are still in range even though the attack lands after they have flown some distance away. If the main target didn't have knockback protection, the Focus should still usually reach it. In some groups I swapped out Shockwave for Spin out of concern for other teammates who were less appreciative of knockback.
On the other hand, my character differed in the respect that I never built it for defense bonuses from sets. I relied more on proactive defense (keep stuff knocked down/running on caltrops) than passive defense. Depending on Hasten state I could have two or three caltrops patches out at the same time, covering a large area. For a Brute that might of course not be a good idea since the Fury loss from the enemies who are busy doing something other than attacking is noticeable but for a scrapper it worked out OK.
Another point of difference: The Hamidon damage/range and the other range enhancer in Shockwave was key to its value for me. If you graph a 90° angle circle sector on paper, then update its radius from 30 to 40 units (enhancement factor 32,75%) you can see how much extra ground coverage it adds to the power. It is a 76% larger surface than unenhanced Shockwave, and six times the surface area covered by Spin with its paltry unenhanceable 8 units radius. I also found another of the same Hamidon enhancements cheap which I placed in Shuriken so its range would exceed the 80 feet which is standard for blaster powers. I don't like someone keeping me just out of range for my powers but within range of theirs.
I think you might want to consider some ideas from my build to combine with your originally posted one. Despite the low defense my build was usually quite survivable, and from level 6 and up it had decent damage growing to really good damage at high levels. Especially the Caltrops can not only help keep you alive but also your entire group. When I briefly needed higher defense I could usually eat some purples, which together with red insps were the only ones of value to save.
If you wanted to work for set bonuses and defense from my build, you should probably drop two slots each from Caltrops/Rise to the Challenge (the procs in them never had significant effect) and also consider swapping other powers in instead of Targeting Drone, Resurgence, Hasten and Super Speed.
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