So as it is now the cutter has a 5(10) hit combo. I find the pause after the 5(10)th hit to be a bit awkward and not in keeping with the spastic flow of the cutter line combo, especially when you have some ASI. Stopping to catch your breath in the middle of flailing around like a berserker just doesn't fit.
As such, I'd like to put forward the idea of eliminating the "end" of the combo entirely, and just make it so you can continuously swing until you get tired of clicking.
I can just imagine taking a cutter up to FSC with full Vog and a Swiftstrike Buckler and seeing how far one could travel with a slag on one combo before the slag dies...
However, I'm just not quite sure that this would work. You know how if you're in the middle of a combo with some weapon and you try to switch weapons, you won't switch weapons until the combo is finished? How would that work out with a never ending combo? The same applies to picking up items or reviving teammates.
However, having combos chain together without a gap in-between would also be strange; partly because would do you know where you are in a combo, and partly because that would require two combos: one starting from a standstill and one continuing from another combo.
Overall, Spiral Knights is a bit centered around weapon combos with distinct gaps between them. The cutter line is already a bit oddball, and this might push it too far out of the zone of fitting in.