Here's what I've taken from your post:
1. Since you turned off your avoidance in Balphegor you intend on standing in shit. That's fine, but:
2. Block doesn't block ground effects so you are completely wasting your shield (and therefore DPS) whenever you get a pack that has ground effects, and you will. Arcane, Molten, Desecrator and Plague are your bane and probably why you are dying so much. You use Sprint presumably as your exit strategy... but since this is also botting you are possibly using that to get around faster... but what you gain in speed running around you lose dying. Get rid of it.
3. Because #2, you therefore could take the entirety of what you put into having block and the useless shield and get a 2H or even another 1H and have higher DPS which is the name of the success game for D3.
4. NICE resistances. Holy shit.

)
5. Looks to me like you are possibly relying heavily upon globe drops. I'm not sure how well 1385 LOH works out (as I'm still building that up for myself) but I'd say your survivability stat-wise isn''t a problem like bobdan mentioned [in terms of your stats are fine].
So I created a skill build for you:
Barbarian - Game Guide - Diablo III
PRIMARY:
Frenzy w/ Sidearm. Check.
MIGHT:
Seismic Slam w/ Shattered Ground. Why?
Well, you are using Revenge w/ Provocation for that 30% total chance and 220% weapon damage to all enemies + 5% life for each enemy hit is nice when you are surrounded by chaos but obviously this isn't healing you enough to keep you alive and you are getting raped by anything under your feet [try standing on your shield?

]. You rely on Revenge proccing and that is why I never use this skill. It doesn't happen often enough to justify the slot, especially for you considering you have LOH and globe bonus up the wazoo. Mine is shit but I still wouldn't rely on this. It does give you incredible crit burst potential but you also have to be in the middle of mobs to do so [I don't know exact range of enemies it hits but it isn't anywhere near SS].
Seismic Slam with Shattered Ground gives you 202% weapon damage plus it increases the Knockback distance 100%. I do not know the original distance of Knockback but it's defensive AND offensive. If you have enough Fury you can spam this 3 times in a row and push back ANYTHING within a 45 yard arc as long as it isn't shielded or a Champion (I use a heavy Fury generator build so this isn't a problem most of the time).
You're only losing 17% crit damage but overall you do more damage with SS because it will hit far more than Revenge can. I'm not sure how far out the arc travels but once you figure it out you can maximize the damage/Fury cost. Want to test this out? Go make a circle around Northern Highlands and let the mobs follow you until you've got about 50 of them following you. Shift-click spam SS at them as you kite them in a gigantic circle. You might find that boring as shit but I think constantly 10+ killing blow spam is fun.

) It works, in any case.
I'll grant that Revenge doesn't have a Fury cost, but ... you don't do anything with your Fury!
WarCry with Impunity generates Fury.
Ignore Pain doesn't have a Fury cost.
Wrath of the Beserker is 50 Fury but you can only do that once every 120 seconds.
So that leaves Sprint, which is 20 Fury and since you have Marathon you can use it every 5.5 seconds.
So you basically have a shitload of Fury and ... spam Sprint? What else is it going to? You'd be wasting Sprint spamming it.
TACTICS:
WarCry w/ Impunity. Check. seems to be our bread and butter along with Frenzy/Sidearm.
DEFENSIVE:
Leap w/ Iron Impact or Death from Above
You have Sprint w/ Marathon. Let's put myself in your shoes... there's chaos, you need an out and this will burst you. Until you get slowed. Or until you get walled in, either by an actual wall or by a gang bang from some perverse mobs. Now Sprint is completely useless and your only Fury dump has now rendered your Fury efficiency 0%. Not bueno.
Someone mentioned using that to improve your overall speed but the loss of utility to me isn't worth it. I tried to research any potential speed increases that come from using Furious Charge instead but I'll call it a wash - Sprint is going to be faster overall.
So Sprint was your only survivability tactic [since your Effective Hit Points are not enough to keep you alive] and it's useless that way overall.
Defensively, Leap provides this because you can now escape the two situations that fucked you earlier - the mob wall and the gang bang. Nobody likes a surprise gang bang, especially with large swirly pink shit in your face.
Offensively, Leap provides you the ability to launch yourself at a mob and do 85% damage to anything within 8 yards of where you landed AND slowing them by 60% for 3 seconds. Iron Impact gives you 300% additional armor for 4 seconds so if you leapt in for a C-C-C-C-C-Combo breaker this will give you additional survivability so that you can make your escape. Since your build is intentionally trying to be gangbanged you can use this or Death from Above to stun those bitches for 3 seconds and give you some time while your Frenzy stacks wind up.
DEFENSIVE:
Furious Charge w/ Battering Ram, Stamina or Bull Rush
You are using Ignore Pain w/ Ignorance is Bliss. 65% damage reduction for 5 seconds + 20% of damage done returned to you as life. Not bad. It means you can take plenty more damage while you Frenzy and Revenge your face off but this isn't getting the job done - damn ground effects!
I use Furious Charge w/ Stamina because my build is based upon using Seismic Slam to control mobs, do damage, keep my distance [that's my damage reduction - not getting hit, period] - and for that, I need as much Fury as possible. So couple Furious Charge with Leap and I now possess two combinations of entry/exit for my overall strategy depending upon the situation and they both generate Fury for me. I cannot Charge through walls [but it will go around them, and rapidly - but that can be dangerous] so Leap complements there. But if I charge into a huge group of mobs every hit gives me 8 Fury, does 195% weapon damage AND does a small knock back; I then Leap my happy ass out - this is nice for taking too much damage from ground effects.
If you use Battering Ram you get 283% weapon damage to whomever you hit; Bull Rush stuns for 2.5 seconds on any mob it crits but to me that isn't reliable enough. If you want that stun guarantee going into a group of mobs then use Leap with Death from Above - you can always Charge out and push mobs out of your way if you went too far into the fray.
Also, as I'm running around I can use this to push my way through mobs so that when I inevitably turn around to destroy them with SS they'll have already taken damage. Or leap is on cool-down and I cannot go over them. Either way, it gets me moving faster in tighter areas than Sprint would because I'd have to break pathing obstacles or go around the mob somehow. Charge also breaks through pathing obstacles if Leap is on cooldown.
RAGE:
I'm still working this one out. Wrath of the Berserker is awesome but I use Thrive on Chaos - since my build gains Fury like mad Wrath can have a VERY, VERY, VERY long uptime.
If the damage dealt using Insanity is higher than the damage dealt from the increased length of Wrath using Thrive on Chaos then keep it. I don't feel like doing the math on that, though.
Alternatively Call of the Ancients is good for what I do because it causes distraction and that's perfect. I can stand in the periphery and spam SS while these 3 dudes block traffic. Bonus points for any corridor levels [did I mention how awesome SS is through doorways? Leoric's Manor runs anyone?]. I'm still figuring out which rune maximizes this for me but I'm thinking Wrath is better for you. Duty to the Clan is probably my best bet since it increases the duration to 20 seconds.
PASSIVE SKILLS:
I use those three. If you insist on being the center of a mob orgy maybe you should consider Relentless (<20% total HP, skills are 75% less Fury and you take 50% less damage). Overall this skill only outweight Weapons Master if the gain in survivability decreases your deaths per hour; otherwise you are going to have to increase your damage enough that your deaths per hour decreases. I'd say switching the passive is easier than gaining DPS and worth a shot.
So that's my shpiel. I should turn this into a guide somewhere for my build.

)
TL;DR
Needs survivability or insane DPS to compensate for poor EHP.