Path of the Ancestral Guardian is easier to use and understand. Ancestral Protectors now applies to the first creature you attack rather than using a bonus action so it applies on the same turn you rage and does not conflict with things like PAM or two-weapon fighting. Spirit Shield will do a better job of keeping the group alive than Ancestral Shield since you don't have to take the damage you're preventing on someone else, and it applies to more types of attacks. The new Consult the Spirits is more likely to accomplish something than the old one since Intelligence and Wisdom aren't the highest priorities for barbarians. Vengeful Ancestors now does respectable damage for a level 14 reaction. It will need some clarification on what type of damage it does now.
College of Swords is probably overall nerfed, but the design is more coherent. The first one had conflicting designs with the emphasis on two-weapon fighting combined with Battle Magic and the base class using bonus actions well already. The new design ditches that conflict and gives the option to focus on a single weapon, but that option doesn't mean as much with Battle Magic gone. Master's Flourish is nice for letting this archetype use its gimmick more, at least. I doubt anyone will miss Trick Shooter's flourish, but the loss of Unnerving Flourish hurts. Mobile Flourish is a nice addition.
Arcane Archer changes:
-Create Magic Arrow is gone. You can buff any nonmagical arrow to +1 when you attack.
-Arcane Shots apply when you hit with an attack with an arrow you buffed to +1.
-Archer's Lore is now more limited.
-Curving Shot is a new feature that replaced the old Conjure Arrows.
-Deadly Arrow is gone and its effect has been folded into the descriptions of each Arcane Shot.
-Beguiling Arrow removed
-Banishing Arrow added
-Brute Bane Arrow now halves the damage of ALL attacks, not just physical damage. Now has a Con save
-Bursting Arrow unchanged
-Defending Arrow removed
-Grasping Arrow changed from a DC 10 Strength check to a Strength(Athletics) check vs. your Arcane Arrow DC
-Mind Scrambling Arrow added, fills the same function as Beguiling Arrow
-Piercing Arrow is a Dex save instead of individual attack rolls on each affected creature
-Seeking Arrow is now a Dex save instead of an attack. You no longer need to be within line of sight to learn the enemy's location.
-Shadow Arrow now has a Wis save to avoid the effect, but the sight limitation is reduced to 5 ft., making it more effective.
Kensei weapons are now monk weapons, but heavy weapons other than the longbow are not allowed. Because they are all monk weapons, they do martial arts damage if martial arts damage is higher. Hand crossbows are the best kensei weapons now. With Sharpshooter and Crossbow Expert, kensei has the potential for:
With Sharpen the Blade pre-buffed, you could potentially make an attack for 1d10 (weapon) +5 (Dex) +10 (Sharpshooter) +3 (Sharpen the Blade) twice with Extra Attack and a bonus action attack via Crossbow Expert. One attack can also get Precision Strike for an extra 1d10. That would average 76 damage in a round. Not bad for a self-contained martial build, and a big step up for a single-classed monk build.
Favored Soul gains Cure Wounds as a bonus spell known. It loses Blessed Countenance for Empowered Healing (net loss IMO) and loses Divine Purity for Angelic Form (a net buff, regaining one of the better features of the first incarnation).