I don't really think there's anything wrong with melee.
First of all - you have to take into account Ao100 is a challenge mode. Do not pass go, do not collect 200 dollars. As it is, you can already get the dragonslayer on Ao100 - while not the instawin button it was before, 9d9 + brute/berserk. Yeah.
Second, you already have the ripper which is crazily overpowered for a regular game and on Ao100/AAo666 you've a good shot at getting it. 0.5s firetime with something like MBm? Yeah...
Last of all? MMB. You think it's a joke? Think again.
Let's take a good look at it. First of all, it only blocks TaN, Bad, EE, Int, and Berserker. That's pretty generous for a master trait, allowing you to do everything except for rapid fire. Most importantly, you retain access to hellrunner (with HR 2 being one of the requirements) and Finesse/Juggler/Whizkid. This is important for extended games such as Ao100/AAo666.
Now, let's take a look at the individual benefits:
You gain a 50% internal (?) resistance to fire, bullets, and shrapnel as long as a knife is in your off-hand.
This is really only an advantage no matter which way you cut it. The only time I can see this being a disadvantage is if you have 2 shotguns and you swap between them with the 0.8s quickswap - but by the time you have enough EXP to actually pick MMB, this shouldn't really be an issue. You should have a combat/tactical shotgun or something by then.
After that you have Juggler, which allows you to quickswap with hotkeys instantly - essentially making the prepared slot only good for exotics/uniques that don't have a quickswap. But you have 50% resistances to fire/shrapnel/bullets, so who really cares?
Let's take a closer look at the resistances:
Ignoring melee, you gain 50% resistance to anything but:
-Hell Knights
-Cacodemons
-Arachnotrons
-Former Commandos
-Barons of hell
-Nightmare Imps
-Nightmare Cacodemons
-Plasma shotgun elite shotgun guys
-Laser rifle elite chaingun guys
-Tristar Blaster plasmarifle guys (Hey, I know it's not doom terminology, sue me!)
-Shamblers
-Bruiser Brothers
-Arena Masters (lol)
-Spider Masterminds.
Seems like a big list? No, not really, considering the actual spawning of these guys and the difficulty you have taking out most of them. Keep in mind that even deep into Ao100 most big packs are something like a Cyberdemon + VVMMRRB. And you get all this for nothing. For free. So stop your whining!
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Secondly, you gain the ability to attack with a weapon in the offhand and equipped slots at once, for half the time each, as long as they're both knives.
And no, knives arn't for pansies. Let's say you have 2 chainswords (which is pretty reasonable on Ao100, PPBB) and Brute 3. That means that you're doing (8d2+9)x2 damage every 0.85s with just MMB + 1 rank in brute, which averages out to be 21 damage per knife for 42 damage per hit. Suddenly it doesn't seem so pansy anymore, right?
Oh, but I forgot that we're a Technician, so we have access to Whizkid as a basic trait, which means there's really no excuse to grab it gotta go fast. And we're on Ao100, so basic mods arn't really a problem. Let's power mod those knives - suddenly we're doing (8d3+9)x2 for 25/50 damage per hit average.
And we're also on Ao100, which means it isn't really ridiculous to plan for something like 15 traits at the very least.
WK-> WK-> HR-> HR-> DM-> Fin-> Bru-> Bru -> MBm-> Bru-> Fin/Jug-> Jug/Fin-> Bru-> Bru-> Fin
So now you're doing some kind of crazy (8d3+15)x2, which is 31/62 at 0.7 seconds. You'll be twohitting anything that's not a boss monster or a nightmare arch-vile.
And if you happen upon a berserk pack you essentially start ripping and tearing.
Oh, and one last thing - The dragonslayer counts as a blade for MMB. Have fun with that! :)