The even bigger glaring hole in the class as-written is more thematic than mechanical - the popular "sniper Rogue" is unsupported. If the 13th Age designers set out to make a dashing melee swashbuckler they succeeded, but a lot of players expect Rogues to be pretty good at range as well, or at least have the option to go that route. Thus the majority of this article supports that build.
Finally, I thought a feat to enhance Swashbuckle was appropriate. Despite being extremely cool, my players and I consider it the weakest of the improvisational talents since it not only requires momentum, but requires you to spend it. We've found momentum to be extremely valuable in play, and sometimes tough to gain. The costs associated with Vance's Polysyllabic Verbalizations, Tracker, Cackling Soliloquist, and Improbable Stunt are not as severe, and the one with the steepest limitation (Tracker) comes with a hefty background bonus to make up for it. Swashbuckle can use some love. My player who adored Improbable Stunt on his playtest Monk specifically avoided Swashbuckle because of its cost, despite liking the concept.
Swashbuckle Adventurer Feat: When you use Swashbuckle roll a normal save. If you succeed you regain momentum after completing the stunt*.
*Now that I'm re-reading the talent, it's unclear whether the suggested attack you make as part of the stunt can regain momentum if it hits. I had initially thought no since it's part of the same action, but if you interpret it differently then this feat isn't really needed. The more I'm thinking about it the more I like that interpretation of Swashbuckle, though, since it puts it at much more even footing with the others. I'll leave the feat up nevertheless for instructive purposes.
New Rogue Talent
Sniper: You can now deal sneak attack damage with ranged attacks, provided you are hidden from the target. To become hidden you need appropriate cover or concealment and you need to succeed at a skill check based on the environment (normal for low light and/or lots of hiding places, hard or even very hard for brightly lit areas with sparse cover). Make this check as part of your move action. When you attack from hidden, whether you hit or miss, you give away your position.
Adventurer: Once per battle you can use sneak attack without being hidden provided the target is engaged with one of your allies.
Champion: Once per battle you can attempt to hide using a quick action.
Epic: Once per battle when you crit with a ranged attack it deals triple damage instead of double damage.
3rd Level Rogue Powers
Distracting Shot
Ranged attack
at-will
Target: one enemy engaged with an ally
Attack: Dexterity + level vs AC
Hit: WEAPON + Dexterity damage, and if your natural attack roll was even the target is Dazed.
Miss: damage equal to your level.
Covering Fire
Ranged Attack
at-will
Target: one enemy engaged with an ally
Attack: Dexterity + level vs AC
Hit: WEAPON + Dexterity damage and an engaged ally can either immediately pop free as a free action or gain a +2 bonus to their next melee attack against the target.
Miss: damage equal to your level.
5th Level Rogue Powers
Snap Shot
Momentum Power
At-will (once per round)
Interrupt action; you must spend your momentum
Trigger: an enemy moves to engage you in melee
Effect: make a basic ranged attack against the triggering enemy. The attack deals half damage if it hits.
Special: you can't gain momentum from hitting with Snap Shot.
Champion: if the attack hits the triggering enemy is also Dazed.
Epic: The Snap Shot attack deals full damage.
I'm Quicker Than You
Momentum Power
at-will
Trigger: you miss with an attack
Effect: spend your momentum to re-roll the attack, but without sneak attack damage even if you qualified for it with the original attack.
Champion: you get your sneak attack damage with the re-rolled attack.
Epic: If the re-rolled attack was a natural even hit, regain momentum.