After experimenting with the spy tree, I've come up with several changes that are absolutely neccessary due to conflicting game mechanics, and comparable abilities.
Three abilities need a reasonable change, and are listed below along with which changes are needed.
Neurodart.
Reuse Timer: 12sec
Sneak Movement -75%: 8sec
Invisibility Movement -75%: 8sec
Movement Speed -75%: 8sec
Notes: I brought this ability in line with crippling shot from the rifleman tree. At the moment, its effect timer was CR1.0 style, and its reuse timer was shorter than the effect itself. Because it's lower in the tree, I removed the other debuffs altogether. And, because it costs much less IS, I lengthened its reuse timer as compared to Crippling shot.
Paralyzing Throw
Reuse Timer: 10sec
Causes Rooted: 8sec
Notes:This ability is almost identical to Immobilizing shot in the first place, thus I modelled it directly after that ability.
Side Roll Escape
Reuse Timer: 20sec
Notes: This ability, at current, allows a Spy immunity to interlock, as he can continue to spam this low-level low-IS no-timer ability over and over. Thus, the answer is to include a reuse timer. This means that a Spy, assuming he has just escaped from interlock, now has to either juggle escape abilities, or be subjected to a maximum 15 seconds of interlock. This is more than fair.
I'd appreciate any comments, or logical modifications to my proposed set of changes. But I'd also appreciate it if this didn't turn into a flame war. If you can give a logical reason why these changes shouldn't be made, I'd love to hear that, but please don't flame this thread simply because you use spy.