Well, my next bit of advice would be to use less skills. PoE is not the kind of game that rewards you for using a wide variety of abilities. The biggest reason for this is the skill gem system. Support gems
massively increase the effectiveness of skills (a skill linked with 5 supports can be doing over 4 times the damage of an unlinked one) so you want to get as many attached to your abilities as possible. And there's only so many links you can get on a character. Unless you're using a 2 handed weapon, you can only have one item with more than 4 sockets - your chestpiece. Or in other words,
you can only have one skill working at its full potential. On top of this, there aren't many build defining abilities that have cooldowns (the cold DoTs that featured in the latest update are an exception), so you can just spam your best skill. As such, a typical build will only use 1-2 attacks - ideally you'll only have one, but there are a decent number of setups which benefit from having one skill oriented towards AoE clearing and one towards single target (archers are a great example, as barrage is amazing single target but bad AoE, plus bows give you a second potentially 6-socketed item).
So, lets take Glacial Hammer as a start point. As you're not into mapping yet, I'll assume a 4 link is the most you've got. GH is a single target melee skill, so if you want this to be the focus of your build, you're going to need some work. Melee Splash is a good start, but we can go further. Ancestral Call is an amazing support for melee skills, giving you much better AoE capabilities (especially when combined with Splash). But on top of that, we also want to just straight up increase the damage of the skill - these two supports will help you kill packs, but don't do much against bosses. There are a lot of ways to add flat damage figuring out the best can be quite the exercise in number crunching. So, I'll just suggest the easy Melee Physical Damage Support for a 30+% damage boost (although, if you've got non-red sockets, you can easily put in something like Added Cold Damage). So if you can free up two more linked sockets, your Glacial Hammer will be massively more powerful, and you can drop things like Ice Crash and Arc.
Alternatively, if you'd rather be a caster build, then focusing on Arc is an excellent option (there are arguments that its the best skill in the game at the present, although it really takes mines or traps to completely break it). Arc is good on both single target and AoE, to the best thing to do is simply ramp up the damage. Spell Echo lets you cast much faster so more arcs, Controlled Destruction gives a huge multiplier on damage and Lighting Penetration, though hard to calculate, works out as a very good boost. So again, getting a four linked spell instead of 1 or 2 links (especially if one of the links is Iron Will, which is
not a good support) will massively increase your capabilities, and, because it's so good, you don't need other offensive skills. If you're interested in Arc, I'd suggest reading
this guide.
(As a note, combining melee attacks and spells in one build isn't a particularly good idea - they tend to scale best off of different things, including where you go on the skill tree. The only real exception is a Cast on Crit build, which is not something I'd suggest for newer players)
This also applies to your supporting skills - many can be made much more effective by linking them to support gems. The movement skill with fortify Kjara pointed out is a great example. Instead of having Vigilant Strike with Fortify
and Leap Slam
and Shield Charge, you can make much more optimal use of the limited sockets you have by picking one of the two movement skills, then linking it with Fortify - so you open combat by charging into a group, triggering Fortify. By the time Fortify has run out, the enemies will be dead and you can charge into the next group. But that's not all, because movement skills generally benefit greatly from Faster Attacks (or Faster Casting if they're a spell). So you can up the effectiveness of the skill you're using that way. Instead of the three skills you've got here involved in moving and buffing defense, you'd be a lot better off with one skill and two supports.
The counter attacks also seem wasted. They're not great skills in general, and without supports, they're simply not going to be doing much in the way of anything - the damage is low, and they're not adding anything useful outside of damage. If you like the idea of counter attacks, you can do some fun stuff with Vengeance and Curse on Hit - when enemies hit you, they'll trigger the AoE, which then promptly curses them.
So, overall, a setup something like this is worth aiming for:
4 link - Main attack with 3 supports
4 link - Cast When Damage Taken - Immortal Call - Increased Duration - Molten Shell(see my last post)
3 link - Move skill - Faster Attacks - Fortify
3 link - Vengeance - Curse on Hit - Enfeeble
Assorted unlinked skills - Flame Golem (maybe link with Culling Strike), Herald of Ash, Arctic Armour
If you pick up Mind Over Matter, then you'll probably have to look at dropping things like Herald of Ash to free up mana.