If there is an issue with strength of arms, I'd say its with the cooldown being too short, which makes it function as a "win more" style feat, rather than help where melees might actually be struggling. (getting one shot in high level content)
I think blood feast and affirmation are a much better design paradigm for melee survivability/temp hp effects. Being both front loaded, and limited in applications (high cd or limited charges), they allow players to essentially make a mistake or two without dying, but don't let you ignore those mistakes forever.
Strength of arms on the other hand essentially functions as a heal over time, allowing players at mid-level difficulties to power though mid-tier damage as if its nothing. Its essentially god-mode for lower difficulties. Its a monster's version of a "you must be this tall to ride" sign.
I'm not sure it needs to be directly "nerfed" per se, rather reworked into a more healthy method of application.