Here's one suggestion thus far that no one seems to have thought of:
Don't change anything.
It seems to me the player had this kind of character in mind from day one. He didn't care much about being knowledgable or skilled. He wanted to a whirling hurricane of devastation, and live up to the Guardsman's tagline, "... meant to kill things in loud and violent fashion." Intentionally evading circumstances that allow the character to shine (this is obviously not what is happening, but I'm addressing it anyways) would be poor GMing. In a group with two damage-ish characters, there just needs to be opportunities for both.
Example;
All of the team's investigative work has uncovered the ritual location of some maleficient ex-guard cultists. The area is sealed, and the only way in is to infiltrate a power station nearby. Now, gunning all of the folks there down would be corruption worthy, since they don't have anything to do with the cult, so the assassin has to get in all stealth-like to get the job done. Then, when the power's off, the Guard character gets to shine. Likewise, in his or her new location, the assassin might have a great bead on the targets, thus satisfying their bloodlust as well as their need to feel useful.