Shield spiking tends to be a very last-ditch thing, for me, at least until I get the cooldown reset for 'em (though I'm a bit more free with spiking once I have the rest, the reset's expensive, so...). Aura spiking you use when you're up against something that's actually dangerous, sometimes as an opening shot, sometimes not -- the passive damage is actually pretty high, so leaving it on for a bit before spiking can increase your overall damage versus an individual critter. Mostly you just bump things to death and build up your tank (i.e. shields). Even with the changes, kinetic and charged is generally the pair you care about. Aura wise, you'll eventually max all three (but probably not the forth talent) both for greater spiking and higher conduit damage. Augmentation's a big deal, max that ASAP. Makes it so slayers can comfortably go will/cun/con.
As for general stuff, you'll want mobility kit (rush/speed boots, tele rune, movement infusion, etc.) whenever possible and advanced mobility is where your first cat point is going to go (Second's either grip or finer energy manip). First three talents in that tree are solid, but you can probably avoid maxing the first and third tier -- you don't really need their maxed range, in most cases, but an extra point or two is generally a good thing. Antimagic's a pretty good idea, especially with the resulting fungus, but you can do without quite easily as well. I'd probably recommend heavy or massive armor, likely the latter until the end game (unless you've found good -fatigue kit you don't mind wearing).
Race wise... thalore, dwarf, or undead (Either -- ghouls are my preferred 'cause of the built-in stun immunity a ghoul slayer can get, plus g.leap is great and Quick as Thought and Beyond the Flesh help mitigate the ghoul global speed penalty). Maybe halfling or cornac. Yeek or shalore are good for focus!slayers and highers are alright doing whatever.
There's probably more I'm forgetting, but that's a start.