An excellent guide for sure for a travel pool-less Claws/SR. I would add the following options for Claws/SR players as well, keeping in mind that your build is excellent by itself

These are just options for players that I feel work for Claws/SR that others can choose from based on personal preference.
Of all the skills listed in the build above, the ones that are most droppable from least valuable to most valuable are:
- Swipe
- Laser Beam Eyes
- Hurdle or Swift
- Spin
- Focused Accuracy
Swipe is a nice power but a bit redudant in the later game. It still looks really nice though and is a good power early on. But it is skipable since you can maintain a constant attack chain even without it.
Laser Beam Eyes is great for concept characters and does add a nice ranged attack, but given the number of scrapper attacks already, it too can be dropped unless you really want more ranged attack options
Hurdle or Swift are mainly quality of life powers. I personally have both myself as the extra mobility is really useful for a Super Reflexes scrapper as there are times when you need to back off quickly or close the gap fast with an enemy. Also combined with quickness and Elude's movement bonuses a SR scrapper can move very fast without a travel power.
Spin is a nice power but more of a play style choice. The damage is "ok" but it is also Claw's only true aoe attack(Eviscerate and Shockwave are cone). If you find yourself dealing with large numbers of enemies more often, it is a good pick, but it is definitely an optional attack.
Focussed Accuracy. Many people swear by this power and I admit it is nice. However, it can add a lot of drain to an already end heavy Super Reflexes scrapper. Plus, followup combind with the natural accuracy of claws makes Focused Accuracy far less valuable in PvE situations except against Arch Villains and the like. If you PvP, however, this power is really not skippable if you can help it. But, if you are primarily a PvE player, I'd consider FA optional.
So what about substitutions if you choose to drop one or more of these powers? My recommendations in order of most valuable to least valuable:
- Aid Other/Stimulant -> Aid Self. These two powers are very useful for a Claws/SR as they have no natural heal themselves. The primary reason not to pick these is simply because they don't fit well with the "concept" of a Super Reflexes scrapper. However, that doesn't decrease their value to a Claws/SR any. With SR's defense ability, Aid Self's interrupt time becomes a minor concern at best, and it provides a much needed heal for the architype. The main drawback of Aid Self is you'll need to "spend" another power on either stimulant or Aid Other, both of which will have little value to a Claws/SR. As to which to pick, either or is fine, just go with the one you feel will suit your play style/grouping style more.
- Combat Jumping. An excellent power for a Claws/SR. It not only grants additional mobility, it also has a minor increase in immoblization protection and defense. The defense portion is really key. While it is a small bonus, Combat Jumping costs almost no end and as a Claws/SR your defense is already so high that numerically, even the small bonus combat jumping provides can be very useful. An excellent choice of a power and it synergizes well with hurdle and/or makes a nice substitution for hurdle.
- Assault and Tactics. While the bonuses are less for scrappers than other ATs, these are two still nice toggles that synergize very well with Claws' Follow-Up attack. Definitely recommended if you plan on PvPing a lot and can afford to fit them in, and still nice choices even for a PvE player who wants a less expensive "middle ground" option to Foccused Accuracy.
- Hasten. Quickness combined with Claws already rapid attack speeds makes hasten not that valuable to the build. However, it can be useful for one specific power: Elude. Hasten and Quickness combined, while not able to make Elude permenant, can reduce its downtime signifigantly. If you find yourself prefering to run with Elude as much as possible(especially if you PvP once again) Hasten can be a good option. Keep in mind, however, its benefit will be small for every other power outside of elude.
- Air superiority. While at first glance this power looks like it wouldn't fit well with Claws/SR, it does have a use in fact. It is a reliable knockdown attack. Combined with Focus and Shockwave you can pretty much constantly keep any foe knocked down that you are capable of knocking down. It is something to consider in a build, but not necessary either.
- Super Jump. Probably the best travel power for a Claws/SR should you choose to take one in the first place. Primarily because both combat jumping, and to a lesser extent air superiority, have value to a Claws/SR scrapper. Since SR is very demanding power wise, Super Jump makes a logical choice as a travel power if you really choose to take one. It also fits very well thematically with the Build.
Anyway, very nice guide up above

These are just some options as I personally see it for those who want something slightly different but not lose any real effectiveness.