I'm gonna be 100% hones with you, even thou I know this might end up with me being a bit harsh (apologies for that in advance). I hate these. I seriously do, because I believe these versions are weaker than what we currently have in the game. The reason for that is simple: I believe your additions have destroyed more synergy than they have added. Not just synergy between the 2 characters mind you, but the synergy within each individual kit. Allow me to explain what I mean and why I believe this:
Lets start with Savage's new unique "Pain is weakness". As pretty much all the value it adds is either taking other value away or stacking the same thing on top of the same thing. No joke, this entire unique is a mess. I adds Potency, Tenacity, Defence and health to both Savage and Maul. Sounds good right? Until you realize that the added Defence makes the Defence up form Savage's other unique entirely pointless (staking the same thing on top of the same thing), Maul already gains Health and Potency in pretty big, possible endless numbers, for which he even doesn't have to be in the lead (again staking the same thing on top of the same thing), and the tenacity takes away the value of his dispel from his other unique. What is the point of having an incredibly consistent dispel like that (the most consistent in the game even) if you can just gain endless amounts of tenacity (directly taking value away, aka value interference, from the zeta no less). Everything clashes with other parts of both kits. Stacking the same thing on top of the same thing and value interference are crimson flags for designing. That is not a good unique.
Then there's the stagger. now @Sebek already pointed out how this interferes with Savage's unique, specifically his turn meter train. But it also has value interference with Maul's lead. Maul is generally a slow character. so if he staggers an enemy, that enemy is still more likely to take a turn just before him. Meaning that he most likely won't gain stealth just before his next turn, which is the worst time to gain stealth. Because then he takes his turn and loses it, and is immediately open for another critical hit from the enemy team. This is also why his lead grants turn meter, it makes it meter likely that the enemy takes a turn after him when his turn meter is low and he gains the stealth (and crit immunity) for the longest possible duration (when they're faster he already has it). So stagger just opens him up to a 2 hit killer combo. Yikes. The defence down on his basic doesn't work for the same reason. In order to gain value out of it, he must plant it just after they've taken a turn. which means he will be hit by them, then inflict it and thus open himself up to the same 2 hit combo. It becomes a choice between gaining value out of the def down or his lead: value interference. That's why he has offence up: with the status effect being on him, he doesn't have to worry about the moment it is applied.
But all of this is nothing compared to the biggest sin in this kit idea: The only time that having the same stat in a kit twice is ok is if one of them is in the lead. As the lead isn't character specific. Yet you decided to take the evasion away from his unique, thus making his own lead for himself far weaker. And in return you added accuracy: A stat that has no value against the Foresight heavy jedi. If he wasn't so jedi focused, this would be less of a problem, but the fact that you again weakened his lead remains (seriously, the zeta again. Whats with you removing value from the zeta. People went nuts when Finn's zeta was slightly nerfed even thou the rest was undoubtedly buffed. I'm genuinely terrified that you do the same thing with 2 characters at the same time.)
I just don't like this. Your additions work just as hard against the existing parts as that they help them. Which means you have more wordy and less solid designed characters that basically perform the same as they did before. I agree these need a rework, but not like this. I wan't to like these, I really do. But I just can't. (p.s. the speed up sounds nice, but considering Savage already gains turn meter en mass, it adds almost nothing. But it does add, so that's nice.)
I did a rework idea of Maul and Savage myself quite a while ago. Was quite the redesign. Maybe it can help inspire you on the next version of these (which I'm definitely looking forward to). You can find them here, if you're interested:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/223566/darth-maul-and-savage-opress-rework-ideasFinally, I want to once again apologize if I came over harsh or cruel in any way. I just don't really know how else to make my opinion on this clear. Which is a limit of mine I'm still trying to overcome. Hope my feedback still helps you.