I have to agree with what has been said here. Solo Claptrap isn’t really tanky at all and his only saving grace is having his shield subroutine active and therefore a permanently recharging shield (the 2,5% regen from the skill isn’t really noticeable, but when the subroutine is active, your shield has no recharge delay and constantly recharges with the recharge rate on its item card). Wilhelm on the other side has for example an instant ‘second wind’ with Divert Power, and believe me when I say you’re gonna feel that damage reduction. His action skill heals him and when investing into Zero Hour even heals you for EIGHT(!) percent of max health per second for twelve seconds after ending its duration.
Overall even with a Hunter-Killer/Cyber Commando Wilhelm, especially with a Celestial COM, I got downed far fewer times than with any Clappy spec I’ve tried so far. To be fair, I didn’t have any Brotrap COMs, but I didn’t boost any of Wilhelm’s tank abilities either, until I got my hands on his Celestial COM close to 50. I got Wilhelm to 50 and Clappy is currently at 43, and I wasn’t overlevelled or underlevelled with either character in TVHM.
I completely agree with Claptrap’s action skill only getting used for its instant health, and I wouldn’t suggest investing into the Fragmented Fragtrap tree beyond Fuzzy Logic and the defensive subroutines. Tripleclocked adds One Shot Wonder as an action package, and as fun as it sounds, IT IS NOT. It will only keep you from activating your action skill, in fear of rolling this horrible un-damaging, ammo-wasting, back-knocking 15 second chain of reload animations. And your teammates, should there be any, will be shouting “Make it stop!” and “Please die, please die, please die” for a reason.