Oh, so it’s meant to be a raiding build for those raids where it’s easy to avoid most damage. Still, some recovery option might be good, especially when considering that Hyperius’ arena doesn’t have a scaffold to dance around, which makes dodging his novas … well, not really an option.
Gee might be doable as well, if he doesn’t have too many Maliwan parts on his launcher.
For other content this build is virtually guaranteed to make you die left, right, and center. I’m curious to know how many deaths you suffered on the way to Hyperius, since you don’t have a whole lot of health regen (not even Able!), and at least some of the robots will get a few hits on target.
That’s Krieg or Sal you’re thinking of. Axton and Gaige should have their shields up at least 75% of the time. More like 90% for Gaige due to her mediocre health regeneration abilities, but Axton is not far behind. And with Maya you don’t want to be caught with your pants shields down either. Shield skills are a valuable part of their toolkits. As a matter of fact, Axton has more of them than any other class: Willing is an outstanding skill found in pretty much any decent build, Pressure is good as well. Quick Charge is a matter of style (and shield selection - Tediore shields and the Bee get almost nothing out of it, but on big shields it’s excellent at shaking off nasty DoTs or taking the edge off more damaging attacks). On OP8 your shield is usually bigger than your health, so making sure to keep it up can can go a long way to avoid respawn fees.
I don’t get why you chose to pick Laser Sight - ever since Maya’s Cloud Kill was buffed in October 2015 it is the worst skill in the game. Move its points over to Willing or Able. That’s always-up shields, or some substantial health regen just for shooting things (which you’re doing anyway), and you lose nothing.
Grenadier can easily lose some points too, depending on how often you completely run out of grenades. The “emergency” ammo drops you get when below some threshold (about 33% of your capacity for grenades, if I remember correctly) usually let your supply hover around that threshold; a larger capacity merely means you have a bigger buffer, so you can throw out more before you need to come out of cover to loot some ammo drops. If you never hit the bottom of this buffer, then it’s pointless to have it - in that case move some points elsewhere.
If you combine the “emergency” grenade drops with the Big Boom Blaster you already mentioned having, to clear entire maps with grenades only (as long as you have one with good damage, but the Storm Front has you covered there). A spell grenade such as the Magic Missile is a nice emergency tool to have in the backpack, but it shouldn’t even be necessary. The booster chance and capacity of the Big Boom Blaster allow you to tank through DoTs with the boosters, so intentionally catching a DoT is definitely a viable option to refill grenades. The rockets which you also get from the boosters are a nice bonus on top of that.
Crisis Management does kind of make sense when ignoring Axton’s shield skills, but I think you would get more out of him investing into those - and as soon as you do that, Crisis Management will be up for only two to four shots, and after that you’ll have shields again for a few magazines.
Overload and Ranger are relatively weak too. Overload may be pretty good for the Ogre, so its value obviously depends on how much you use that. Nuke is mostly knockback too - that can be used for crowd control, but it takes some player skill. I haven’t seen a video of you fighting, so you’ll have to be the judge yourself.
Any points you free up can go into Willing and Able, then Preparation. If there’s still some left, Pressure is where I’d put them. I also have a soft spot for Phalanx Shield (it may be pretty soft on the higher OP levels, but it can block some otherwise hard-to-avoid damage, e.g. the novas from Hyperius and Voracidous), but that’s probably just my style.