Depends on what you’re going for.
Take Griffin for example. There’s 2 ways to use his Harpoon Gun effectively and which one is more effective than the other usually depends on which Monster you’re facing.
You can argue that Reload Speed is the best perk for Griffin, others consider Quick Switch.
It depends on whether you plan on spamming your Harpoon Gun as often as you can (vs a Kraken that doesn’t use Aftershock for example) or you can save the Harpoon for when the Monster traverses / uses an ability (vs a Goliath that relies on Leap Smash too much).
It depends on what you prefer and the situation you face.
Same with CDR vs Dmg Increase in my opinion. If you want to save up your abilities so you can tactically combo them after each other at a later time for maximum burst damage, pick Damage Increase.
If you want to keep putting pressure on them for the long run, pick Cooldown Reduction so you can keep throwing abilities at them whenever they’re available.
If we’re talking about Arena mode, I prefer Damage Increase when I go with 2 points in 3 abilities and I prefer Cooldown Reduction when I put 3 points in 2 abilities.