Only buffs I'd really ask would be the following:
Perk Weapon Damage - From what i've played of Killing Floor 2 since release, there has been no reason to use Survivalist weapons when juggling between the guns of other perks is more effective
Tactical Reload - Applies to Field Medic, Survivalist and Berserker weapons on top of the pre-existing SWAT/Gunslinger/Commando bonuses. I feel like the faster reloading of Survivalist weapons should be an unconditional bonus at Level 5, and the Field Medic's arsenal is often some variation of rapid fire weapon with a healing dart. Berserker's inclusion in this skill is mostly because you'll likely be using the Pulverizer as your big zed killer due to SWAT and Commando weapons not sufficing due to a lack of Hollow Point Rounds
Heavy Weapons Training - Applies to Firebug, Survivalist and Berserker weapons on top of the pre-existing Support/Sharpshooter/Demolitionist bonuses. The ranged arsenal of the Firebug and Berserker would actually fall under the category of "heavy weapon", since the Eviscerator is a futuristic sawblade gun that's the size of its wielder and the Firebug's schtick is "guns that use large fuel tanks for ammo". See previous point about Survivalist weapon reload speeds needing to be universal
Melee Expert - Just make it something that the Survivalist gets unconditionally at Level 10. The healing bonuses that Medic Training offers pales in comparison to the extra movement speed that Melee Expert offers so even if you're using ranged weapons exclusively, Melee Expert is still the better pick.
New Level 10 skill: CQB Training - To further append to my point about wanting Melee Expert to be an unconditional thing that the Survivalist should get at Level 10, I think it'd be worth it to replace the choice between "better healing vs run faster while also being a better Berserker than Berserker" with "better healing vs better shooting", with both Level 10 skills giving the same 90% bonus damage to melee weapons, faster swinging speed and running faster while brandishing a melee weapon.
Remove lockdown and replace it with something useful - As it currently stands, there's no reason to pick Lockdown at all since shooting all guns at near-real time speeds is far more useful. I think a better thing to do would be to have a weaker version of Whirlwind of Lead where ammo would still be spent but as soon as your mag runs dry, the gun will be reloaded instantaneously. I can see something like this being especially useful with weapons such as the RPG-7, M99 and Railgun as those single shot weapons will suddenly have the same RoF as an AA-12
As of right now, I think the Survivalist is in a pretty good position, though there are several annoyances I have with perk skill selections where some skills are obviously better than others.