All right, going to provide some more detailed descriptions.
ArcaneIn General: The biggest changes are going to be to the spells themselves. However, Casting Defensively is now a class feature exclusive to certain classes, whereas the Combat Casting feat is now there to help avoid AoOs provoked by casting spells.
Bard: Primarily, I was going to add more options for Bardic Music, increase the number of spells known, and then alter the actual spells themselves. The Bardic Music (going to change the name to Bardic Performance, and enable non-musical performances) options would be akin to spells known; knowing any individual performance would be up to the player making the Bard (so there could be a Bard without Inspire Courage, although IC will be an option for every Bard).
Duskblade: The biggest changes to this class are spell list and pacing Arcane Channeling so it's more readily available. Duskblades start with Arcane Channeling off the bat (exclusively for Duskblade spells known), and then slowly progress into the Full Attack version. Meanwhile some class features would be redesigned.
Sorcerer: While Paizo's bloodline idea is a step in the direction I want to go, I want to step away from Paizo's addiction to numerical bonuses. One big issue with Sorcerers is Metamagic, which I will be turning from feats into Universal spells (I'll discuss this more when I post the Magic thread). Spells known will be buffed up a bit. Another thing I am changing is taking some PrC class features and making them Sorcerer options. Other than that, the biggest changes are going to be to the actual spells.
Wizard: First and foremost, I'm installing a limit on spells known that isn't based on someone's wallet. Wizards will still be preparing spells, but from a significantly smaller list than others. Scribing spells from scrolls or other spellbooks is pretty much getting the axe. Wizards are going to be forced to specialize in a school of magic as a means of further restricting their spells. Specialization will now be a noticeable difference than simply providing more spells/day.
DivineIn General: Like Arcane casters, the changes here are primarily to the spells. Concepts, deities, and even personal beliefs can now provide Divine spellcasting abilities (Clerics and Paladin with Concepts, Favored Souls for Deities, Ardents and Monks for personal beliefs). Yes, this means you can use Spiral Energy to cast Divine spells.
Cleric: This is, by far, the biggest nerf I will be making. Clerics are going from knowing their entire spell lists to knowing only spells from domains they choose (ala AD&D's Sphere system). The main changes are number of spells per domain, actual class features, and Domain Granted Powers (those will be getting turned into something useful). Clerics are now at Low BAB and a d6 HD, although buffs will still help them hold their ground (though the boost they get won't put them on par with a noncaster like it used to). Turn Undead is being replaced by Channel Divinity, ala 4E (but more versatile). Turn/Rebuke Undead will still exist, but changed to be less confusing. Command/Destroy Undead is getting axed, to make certain Domain abilities more attractive. Minionmancy in general is getting altered to be less campaign-wrecking, and Spells are getting nerfed all around. Healing and Inflict spells are also getting an overhaul.
Favored Soul: As I stated above, the Favored Soul is going from "I want to be an angel/demon" to "I am become death". Favored Souls will be getting a psuedo-Divine Rank that will put them a step below Divine Rank 0. The actual abilities they get are going to mimic Salient Divine Powers, although they will be level-appropriate for a 1-20 character. Like Clerics, Favored Souls are being restricted via Domains, but unlike Clerics a Favored Soul will be able to learn spells from any Domain his deity grants (instead of only getting a select few domains). Most deities will grant upwards of 6 or 7 domains, depending on how many spells I put in each individual domain.
Monk: Basically this class is being turned into the Divine Bard, only less focus on party-buffing and a greater emphasis on self (though they will get some mass-buffs to help them be a team player). Almost all of their class features are getting rewritten, and they will focus on one of 3 paths (Sohei, Yamabushi, and I forgot what I named the third path) each of which will get either Flurry of Blows, Spring Attack, or Decisive Strike. Their class features and spells will help provide customization, and unlike the Cleric and Favored Soul they are not based on domains (since Enlightenment does not require deity worship). There may be an ACF that gives them a Domain if I really think they need it.
Paladin: Calling it a Divine Duskblade would be fairly accurate, although they are going to be more oriented towards helping allies than hurting enemies (not that they can't do both quite well). The class features are getting overhauled, and alignment issues are being alleviated (the Code of Conduct is also getting thrown out almost completely).
InvokerIn General: The biggest issue here was invocations being a one-trick pony. Most of them are just buffs, and almost none of them change the way you play the class. The ones that do end up being your only reliable option for pretty much everything (Glaive), and it gets repetitive faster than the Fighter does. For this reason, invocations are being revamped. I'm going to try and make them level-appropriate, but the primary focus is giving them a treatment similar to what the Bo9S did to combat.
Dragonfire Adept: The main things being changed are number of breath effects, number of invocations known, what those invocations actually do, and how many tricks they will be getting. The original DFA was largely a one-trick pony; this one is going to have three or four it can fall back on, although getting that many may require optimization. Metabreath is being reworked to be less of an automatic choice and more of a tradeoff. It will still be worth using, but stacking 8 of them on a single breath weapon is going to hurt.
Spellthief: The main changes are invocations instead of spells (obviously) and how easily they can steal spells/SLAs in general. Sneak Attack is going to be tweaked a bit, and this class (along with the Rogue and Ninja) will be getting CS' Ambush feats built into it.
Warlock: As with the DFA, Warlock invocations are getting changed to be more level-appropriate. Their class features are being changed to be more generic-sounding (instead of being pure Infernal), and there will be some pact-related goodies (for the Warlocks who obtained their power by selling their souls).
Martial AdeptIn General: The biggest change here is maneuver customization. The original book had close to 250 maneuvers, the revamped one is getting somewhere close to 400. A new type of maneuver is being introduced (Tactics; maneuvers that, once initiated, "unready" themselves in exchange for a different maneuver known provided it isn't another tactic). There will also be more Counters and Boosts, allowing players to interact more with the turn order. Stances are also being revamped to be more useful, although still level-appropriate. Each class will also have it's recovery mechanic codified into an actual class feature, although this won't cut into their other class features (it's primarily for restricting feats like Adaptive Style and such).
Above all else is scaling. Maneuvers will usually scale to level instead of being a flat benefit. This will make trading them out harder, but the overall result is maneuvers staying useful throughout a character's career.
Crusader: Their die-hard nature is being re-scaled to match other changes to the system, and they will be getting several class features similar to the Hellreaver PrC in FC2 (tweaked to fit the Steely Resolve class feature). They will retain the Stone Dragon, Devoted Spirit, and White Raven schools, but will also be getting Falling Star (although I will try to actually finish this one). They're maneuvers known/readied/granted progression will be increased, as maneuvers known/readied will be a balancing point.
Marshal: Like the old WotC fix, only tuned up to go toe-to-toe with the Bard in party buffing. The new maneuvers (Tactics) are going to be the Marshal's bread and butter, allowing a player to start an encounter with one entire set of maneuvers readied only to switch mid-encounter as they initiate them. This will be a Boost and Tactics-focused class, although a few strikes will exist. Unfortunately, they won't be getting a new discipline all to themselves. They will, however, get White Raven, Stone Dragon, Setting Sun, and possibly one other.
Ranger: Similar to the WotC version, only with more combat styles to match what disciplines they get. Favored Enemy is getting changed to mimic Knowledge Devotion, although scaled better and not skill-dependent. They will get a mix of disciplines based on what combat style they choose (Falling Star for ranged combat, Stone Dragon for two-handed combat, Tiger Claw for TWFing, etc), although the number of disciplines will be a tad limited.
Swordsage: Basically going to make it worth more than it is. As-is, the Swordsage is bland and uninteresting past 4th level (too much value was placed on their maneuvers known and readied). Their recovery mechanic is being changed to make Adaptive Style less automatic. Other than that, they aren't getting much outside of new maneuvers to play with (and more maneuvers known).
Warblades: All in all, this class is the one that isn't getting changed much. Some abilities will be retuned in order to make them more interesting, while the biggest changes are going to be to the individual maneuvers. Instead of being a debatable Tier 4, the changes to maneuvers will put them right in the sweet spot of Tier 3.
MeldshaperIn General: Like the Bo9S, this group will be hinging on the changes made to Soulmelds. More will be made, existing ones improved, and there will be ways to change what Soulmelds you have shaped instead of having to wait 9 hours. Essentia is also being increased, along with Essentia Capacity (although neither will get that much higher). It will now take less investment in your Meldshaping to make Meldshaping worth using (no more investing in Expanded Soulmeld Capacity).
Abhorrent Liege: Like you said, the Warp Soul. Unlike the Totemist, these guys aren't going to have a special Chakra, and they aren't going to be as focused on front-line combat as the Totemist is. Flavor-wise, they don't venerate aberrations as much as they seek to become one. The end result of this class is the character becomes an Evershriek; an aberration made from Soulmelds. Kinda like the Dread Necromancer's Lich transformation, but the only way to become one is to take 20 levels in this class (this is something each of the meldshapers will have in common: attempting to become something more than they all ready are).
Incarnates: Primarily, these guys are getting a BAB boost, a skill boost, and new class features. Incarnates will be taking tricks from Outsiders and Elementals, and the capstone transformation will give them a handful of toys.
Totemists: These guys are getting a BAB and HD boost to mimic Magical Beasts. In addition, the Dragonic Soulmelds from Dragon Magic are being cannibalized as though Dragons were Magical Beasts. The capstone will allow them to "Wild Shape" into a magical beast form, although the options will be limited to about 4 or 5 creatures with unique stats instead of just letting them sift through the books to find a magical beast to change into.
Mundanes:
In General: Mundanes are going to be a lot of trouble to boost up, although I will most certainly try. Primarily I'm aiming for the bottom-end of Tier 3, and trying to make the mundanes
Weak but Skilled. While these classes will be playing second-fiddle to the Bo9S classes in the long-run, there will be very good reasons to use one of these classes instead of a Martial Adept.
The other big issue is the one-trick pony nature of mundane characters. I was thinking about making the Artificer's Infusion class feature exclusive to the mundanes via the Skill Tricks revision, although I'm not sure how well this would work out (and it kinda violates the idea of them being "mundane").
Barbarian: Take 4E's Barbarian, strip away the 4E mechanics, and give them the Totems they want. Also, trophies (like the Trophy Collector feat from PH2). Rage is still a numerical bonus, but it scales better and is nigh unlimited in use. In addition, less numerical bonuses and more actual class features will be involved. These guys will have skills on par with the Ranger and Warblade, but will exceed both of them in Skill Tricks.
Fighter: I've ranted enough about the Fighter to know what is wrong with it, and I know that a pure numerical approach won't help. Instead, they will be getting class features that are similar in spirit to Dungeoncrasher (a feature that completely changed how the class played). In this respect they will become similar to the Ranger, although they will be more focused on special combat actions like Tripping and Bull Rushing than on actual weapons. They will also be more skilled than the Barbarian, though equal in Skill Tricks.
Rogue: A priority to to make the levels feel less bland. The Rogue will be focused more on traps, including being able to craft a trap mid-combat and use it. Like the Spellthief, the Rogue will be getting Ambush feats as a class feature. Above all else the Rogue will have the highest skill points and most Skill Tricks in the entire game, a trait unique to them.
Scout: I want to keep in line with the "Highly mobile warrior", and given how much I play BlazBlue I know about mobility. However, I also want to make sure that isn't their only trick. To this end, I'm tweaking Skirmish to have an alternate trigger, and giving them some other combat options (like trip and overrun) to work with. These guys are going to be just a step below the Rogue in skills and Skill Tricks, but still above the Factotum (save for class skills).
PsionicIn General: Psionic powers are getting an overhaul similar to spells, although not nearly as many nerfs as spells will be getting. Disciplines are getting emphasized to set the Psion apart from the Wilder, the Wilder is getting it's own Powers list, and powers are getting a "rebate" option for when the power fails (so missing with an Energy Ray will be less painful for the Psion/Wilder who manifested it).
Lurk: It's basically going to be an overhaul. Some ideas from the Swordsage will be incorporated, but this is still going to be a Psionic Rogue. Augments aren't going to suck as bad as they do, and they will be getting Ambush Feats just like the Rogue and Spellthief (although less of them).
Psion: It's getting new class features that mesh with it's disciplines nicely, instead of being as generic as the Wizard. Several of the Mind's Eye articles had good ACFs, and a couple of PrCs had interesting ideas for Psion class features. Longevity is also being improved.
Psychic Warrior: Good news is the PsiWar is finally getting Full BAB. The bad news is his powers are getting nerfed down to Duskblade-level. The better news is that a lot of the 6th level powers he is losing access to are getting turned into 5th level ones for him anyway, so he isn't losing that much (Temporal Acceleration is being turned into a 5th level PsiWar-exclusive power as an apology). These guys aren't going to be as Duskblade-y as the Duskblade, but that option will exist. There's also the Combat Focus line of feats from PH2, which are being subsumed into the PsiWar class to give it a unique class feature.
Wilder: By far this is the biggest change to the Psionic manifesters. It's losing it's Medium BAB, but gaining a lot of new powers and it's own powers list (like the Psion's Disciplines, only different). Several of it's combat-focused features are being changed into full-party buffs (Elude Touch and Surging Euphoria are being altered for this purpose). In addition, Psionic Enervation will not hurt nearly as badly as it does now.
ShadowcasterIn General: The original Shadowcaster class had a longevity issue and a very confusing mechanic for learning abilities. I'm going to be fixing the longevity problems while changing the learning mechanic to be closer to the Bo9S' maneuver prerequisites. Fundamentals are being altered to become mini-Invocations, although most of them are going to be offense-orient, and Mysteries are going to be more in-line with spells of equal level. Given that spells in general are being toned down, the end results for Shadowcasters in general will be close to the top of Tier 3, or at least that's where I am aiming for.
Ninja: Style-wise these guys are being turned into the Shadow-equivalent of the Monk, although the flavor will be different. They will be getting some Ambush abilities like the Rogue and Spellthief, and will have their own Mysteries to work with (instead of drawing from the same list). The original's ability to turn invisible will be making a comeback, but it will be revamped to be worth reading into instead of just a cute trick they use to get Sudden Strike. Finally, Sudden Strike itself is being given a few tweaks, specifically to draw it away from the Iaijutsu Focus weakness.
Nightforger: I'm not sure if I'm going to keep these guys. Originally, I wanted this class to be a BFC/Summoner that was based on shadows, with something akin to a Sun/Moon mechanic (where the lighting in the local area could affect their spells/summons). However, Shadow magic is all ready complicated enough. I realize that my original idea would be a major headache, never mind that it would be similar to a GOD Wizard. Also, from a flavor-standpoint it doesn't make much sense (they draw power from the Plane of Shadows, not from existing shadows in the area they stand in). I genuinely have no idea where to take this class, and may cut it to save space and effort.
Nocturnus: And these guys are taking the place of the Shadowcaster (which always struck me as a very bland name). The class is going to have less in common with it's original incarnation, as the class features are being overhauled.
Reaper: If you guessed these guys would be a Shadow-Duskblade, you would be close. The class is focused on turning an enemy's shadow into a threat against the owner, rather than channeling mysteries into a weapon and hitting people with it. Imagine making an attack against an enemy, only for that enemy to provoke an AoO from it's own shadow. Damage-wise, they are going to be around the Duskblade's level of power, but their trick is going to set them apart. Shadowpouncing may be involved, although not as it currently is.
SoulbinderIn General: All right, the first thing I'm doing is reorganizing the Vestiges in addition to overhauling them. The biggest criticisms of the Binder were organization and consistency: Vestiges were not properly organized and their abilities were often all over the place. More vestiges are being added, and Soulbinding is stepping away from it's other major issue (that being inflexibility).
Binder: The basic class' abilities are being retuned, and Pact Augmentations are now becoming a part of the Vestiges you bind instead of a class feature. Binders will start with the ability to bind multiple vestiges (up to 2 at first, and scaling to 7 or so at 20th). Finally, the penalties for failing a Binding check are being altered; they aren't going to be minor penalties, they are going to have an affect similar to Cursed Items (in other words, it will hurt unless you are cunning and play it up to your advantage). Binders will be along the same level of power as a Swordsage, and the chasis isn't changing all that much. There may be a Full-BAB Soulbinder class if I feel like making one.
Shaman: I originally had no idea how to make a second Binder, and then I realized that one of the classes I was deleting was the Shugenja. This gave me the idea to create a vestige-based Bender (Avatar: TLA-style) just because it would be cool. That's pretty much it.
TruespeakerIn General: First and foremost, the mandatory skill checks are gone. Using an Utterance is now an automatic thing. Secondly, individual Utterances are being turned into level-appropriate abilities. No more single-target Haste that lasts 5 rounds and has a chance of never working. In exchange for these changes, Utterances are being turned into something similar to Thu-um from Skyrim in that they have a recharge time (this can be anywhere from several minutes up to a maximum of
6 hours for one really powerful Utterance).
However, this does not mean the original's skill check aspect is completely gone. No one wants to wait 2 minutes to use a really cool Utterance again, so the skill check now reduces the recharge time to a fixed number (that 6 hour recharge would be reduced all the way down to 5 minutes). The Law of Sequence is getting axed completely, but the Law of Resistance will make the skill checks harder. Failing a skill check invokes no penalties, it just means you have to wait longer to use that Utterance again. Personal Truenames have been tweaked. Instead of using the target's Truename to make the Utterance better, you use your own to provide a bonus effect. Word of Nurturing, for example, would allow you to add your Int modifier to the total HP healed or damage it deals. Finally, Metautterance feats have been largely turned into Skill Tricks.
Hexblade: I know I made a fix for these guys a while ago, but the idea of using Truespeech to literally curse someone to death was too rich to pass up. If that isn't enough to whet your appetite, try this:
Withering Decree
Class & Level: Hexblade 2/Truenamer 3
Casting Time: 1 Standard action
Target: One creature
Range: Medium (50ft+10ft per rank in Truespeech)
Recharge: Encounter/2 rounds (DC 21)*
SR: Yes
Weakness: Wounding 1**
Duration: Encounter***
As you spit the words for this curse at your victim, you can see his strength leave his body. Each time he lashes out at you, the attack feels as though it were a joking punch instead of a lethal blow.
Effect: For the duration of the encounter, any damage rolls the target makes as part of an attack are reduced to their minimum possible result. Thus an orc warrior using a morning star with a Grade 1 Searing augmentation would deal only 3+Strength modifier (1 from the morning star's natural damage die, 1 from the augmentation's enhancement bonus, 1 from the effects of the Searing augmentation). This curse applies to any damage rolls the target makes as long as it requires an attack roll (thus a melee attack, ranged attack, or spell that requires a ranged touch attack or melee touch attack would be affected). Spells, Psionic Powers, and other abilities are unaffected if they do not require an attack roll (the Fireball spell, for example, is unaffected because the attack roll is optional on the caster's part).
Resistance: At the beginning of the affected creature's turn, that creature may attempt a Fortitude save to temporarily negate this effect for the rest of this round. If the creature succeeds on this saving throw 3 times, this curse ends. The saves need not be consecutive.****
Personal Truename: Speaking your personal truename as part of this utterance increases the Weakness to Wounding 4.
*:
This is what I mean by a recharge time, and the skill check it takes to reduce it. Some utterances will have an easy target DC (this one shouldn't be too hard for a 5th level Hexblade), others will be a pain in the neck until you reach a higher level (or get a better Truespeech check). Hexblade Curses are unique amongst Utterances because a good number of them recharge as soon as the encounter ends.**:
In addition to the normal effects of the Curse, all Curses impose a special Weakness upon their victims. Most of the time, this weakness will be called "Wounding", which means the target takes more damage while the curse is active (Wounding 3, for example, means the target takes 3 more damage every time it gets hit by a melee or ranged attack, or by a spell effect).***:
Hexblade Curses typically have a short duration relative to a 24-hour day. Most of them will last somewhere between 5 rounds or until the end of the encounter (signified by the word "Encounter" in it's duration), whereas a few of them can last upwards of 10 minutes or longer (although none will last a full 24 hours).****:
This is the biggest advantage Hexblades have: Their Curses offer no initial saving throws. Spell Resistance is the only way to avoid a Hexblade's Curse, and even that isn't a guaranteed way to avoid one entirely (as Hexblades will have a class feature that causes SR-shielded targets to still feel some effect). Instead all Curses will have an "Resistance" mechanic which weakens the effects of the Curse temporarily and ends it entirely if they get lucky.Hexblades will be getting a nice amount of Curses to work with, and will be able to learn Utterances from the Evolving Mind lexicon, although not as many as the Truenamer gets. Also, the Hexblade is still a Full BAB tank.
Knight: Think of this as an inverse Hexblade. Knights use Oaths, which are self-imposed challenges. A Knight's Oath typically provides a nice bonus in exchange for a limitation. As long as you abide by the Oath's limiter, you get to abuse that bonus until the encounter ends (ALL Oaths last for a whole encounter). However, breaking an Oath's limitation revokes the bonus and punishes you. That said, the punishment for breaking an Oath can also be used to your advantage. Like this one:
Stalwart's Insight
Class & Level: Knight 1/Truenamer 2
Casting Time: 1 Swift action
Target: You
Range: Personal
Recharge: 2 minutes/Encounter (DC 13)
Duration: Encounter
You speak a word of binding to seal your impulses, preventing you from rushing into your foes and punishing them for doing so themselves.
Benefit: You gain a +4 insight bonus to AC against enemies threatening you in melee, and a +2 insight bonus against all other enemies. In addition, enemies who use the charge action to make an attack against you are denied their Dexterity bonus to AC (if positive) for one round in addition to the penalty to AC imposed by charging.
Personal Truename: If you use your personal truename as part of speaking this oath, the insight bonus to AC against enemies threatening you in melee is equal to your Intelligence or Charisma modifier, whichever is higher, to a maximum of +6.
Obligation: You may not use the charge or run actions.
Breach: The benefits of this oath are lost. You take a -2 penalty to AC for 1d4 rounds (this penalty stacks with the penalties imposed by using the Charge or Run actions). Whenever you use the Charge or Run action during this encounter, you may make one turn of up to 90 degrees during your movement. This effect stacks with the Twisted Charge skill trick.
Thus you could breach the Oath voluntarily to charge around a corner, or end it if you really need to sprint after an escaping enemy. Not all Oaths will be pure numerical bonuses. Some Oaths may even ask an ally to take a similar restriction in order to make you stronger (like the Aura of Tyranny stance in the Bo9S). And still other Oaths will grant your allies benefits in order to help the party out. A rare couple of Oaths will have a prerequisite, such as an Oath requiring the Power Attack feat that prevents you from NOT using the feat.
Like the Hexblade, the Knight will be a Full BAB tank. Oaths will be balanced around this fact.
Truenamer: You see that sample Curse and Oath? Truenamers can get access to those abilities too, and they get far more than just that. The lexicons they had before are still there, but they will be revamped. Crafted Tool will actually be useful (borrowing ideas from the Artificer to make sure of that), Perfected Map will be their greatest weapon, and Evolving Mind will be the bread and butter of all Truenamers (well, anyone who uses Truespeech will find those Utterances useful). Truenamers will start with 4 Utterances from Evolving Mind, and will slowly gain access to Crafted Tool and Perfected Map over time. Evolving Mind will still have the Inverse option, and Utterances will be scaled up to be relevant.
High-level Truenamers will be close to a (remade) Sorcerer in power, but will have longevity that will make the Energizey Bunny cry. And, to make things better, Truenamers can still Gish it up if needed.
HybridsIn General: I think this lot is self-explanatory. They are a balanced mix of both of their parents' categories (except the Factotum, which is getting a little bit of everything), and the tradeoffs will be obvious. The Soulborn won't be strictly better than the other Meldshapers and Martial Adepts, the Ardent isn't going to be overpowered compared to the Monk or Lurk because it has Psionic manifesting and Divine spellcasting, but each of these classes will be able to hold their own in a comparison to the parent classes.
Ardent: The Ardent is basically TTGL put into a base class; sheer belief in himself has granted him both Psionic manifesting and Divine spellcasting. This is going to be a mix of the Monk and the old Divine Mind, but still balanced against the new Monk and Lurk in a way that it won't step on their toes too badly. While the Ardent is losing access to 9th level Powers in exchange for Divine spells, it will be getting a large number of goodies in the form of Mantles, which will double as their Domains. Each Mantle will offer a mix of spells and powers for the Ardent to learn, and will have 3 special abilities: granted powers (like a Cleric's domain), an aura (ala Divine Mind), and a mantle benefit (like the old-school Ardent, but more useful).
Assassin: I think this is self-explanatory; It's a Reaper that uses Maneuvers and Mysteries. They will get their own pool of Mysteries to choose from, and their maneuver access will be limited to about 2 disciplines (Shadow Hand being one of them). They won't get the Reaper's replacement for Arcane Channeling, but will have a unique ability that gives them something useful to do during combat. Style-wise, I'm going for Assassin's Creed (yeah, I'm just going to be up-front about that part) without the instant-kill mechanic. Death Attack will eventually make it's come-back, but it won't be time-based, and there will be more than just a saving throw to resist it.
Cabalist: Think "Warlock+Anima Mage". You won't be too far off, although the flavor won't be pure Evil the way Anima Mage is. Warlocks get their powers from otherworldly beings in exchange for their soul, Binders bind otherworldly beings to their souls, and the Cabalist gets his Invocations from the Vestiges he calls forth. Some of their abilities will be damn sinister, and they will have the ability to extort more power from their Vestiges in order to boost their Invocations (Hellfire Warlock-style).
Factotum: The original Factotum can be called a sample tray of D&D. This one is going to be closer to a full-on entree, though it won't be quite as good as the originals it copies from. I'm basically retooling the Adept Rogue I made forever ago on WotC, and then making it fit the original Factotum's class features.
Soulborn: Call this a second attempt at the Ensouled Masquerader I made long ago. I'm cutting out the bonus Discipline and giving them a better way to interact with their maneuvers and meldshaping. Some Soulmelds will grant maneuvers in a way similar to the Weapons of Legacy, and the Soulborn will be able to invest Essentia to gain a bonus based on what kind of maneuver they are using (Strike/Counter/Boost/Tactic).
Soulknife: I want to say the Soulknife is keeping the Mind Blade, but we all know I'm going to make it better than WotC did. I'll be perusing DSP's Psionic revisions, and they will be using Diamond Mind. This class will be fully compatible with the Weapons fix, although there will be enough of a difference between a Mind Blade and a real weapon that it won't feel like the Ancestral Relic feat all over again. Finally, they will be getting Full BAB and Psionic powers similar to the PsiWar's, though they will be a step below the PsiWar in terms of raw versatility.
Warmage: I would call this a Duskblade+Warblade, but it's a little more unusual than that. I thought about letting them channel spells into maneuvers, but that would be difficult to balance against the Duskblade and Warblade. I thought about doing it the other way around, but still difficult to balance. So I thought I'd do what I always wanted to do: Make a Martial Adept that could mimic Negima's later chapters. Pactios aren't involved, but Magia Erebea will be (and I will be referencing Prime on this). For those who don't know, they will consume their own spells (and possibly spells cast by others) to make themselves stronger.
So, that's what I've got as far as brainstorming goes.