I have mentioned this elsewhere but never made a post about it here in the in-game suggestions.
The main premise of this post is that the melee classes in New Genesis so far (Hunter and Fighter) are both distinctly different classes with a unique playstyle, different focus on how to approach gameplay/combat, and with strengths and weaknesses in different places. I feel this is a very strong impression of melee classes that is promising to me to see how classes like the Braver and Bouncer will fare in the future.
However, I do not feel the same can be said for the Ranger and the Gunner for example, or the Force and Techer, who both have overlapping concepts that I feel makes the classes stand out less than they should.
In regards to the Ranger and the Gunner I feel it is strange that the Gunner still shares the Assault Rifle with the Ranger when their skill tree does not support the Rifle in a unique and different way than the Ranger uses it. I would have preferred and would consider that it could be more interesting if the Gunner, a gunslinging class, would have had a very different handle of the Rifle similarly to how Successor classes in the original game were capable of reusing weapons without completely replacing their original counterparts. In this sense, I really do feel that the Gunner could have adopted the Phantom's Rifle gameplay, aesthetics, and their mechanics (such as the Phantom Marker as an alternative to Chain Trigger).
For the Force and the Techer, this runs a slight bit deeper with one of my gripes of how techniques worked in the original Phantasy Star Online 2. I did not like that in particular the Force, the casting class, was able to have most of their gameplay mimicked by other classes (Force, Techer, Bouncer, Summoner, Hero, and Phantom all had access to techniques and casting though to varying degrees of viability). It irks me in the sense that Foie is the same between all these classes but is artificially bigger in numbers (due to skill tree support) on the Force. It is a personal gripe to me in that sense where any of those classes could play as a caster if they wanted to (but I would definitely raise my eyebrows if I saw a Hero doing this) because by that point the Force would only be able to hold onto Fire, Ice, and Lightning techniques as their greater strengths outside of Compound Techniques and Simple Compound Techniques (which are shared with the Techer).
I was hoping that techniques between these technique-capable classes would have been different both in function and in general use so that the Force as we see them sling and cast the sorts of magic we have already expected. I do not like that the Techer has this as well (though with less mobility) but also has the addition of their Wand Explosions that can be charged with elemental techniques as this gives players less of a reason to decide between the Force and Techer because their weapons ultimately overlap. I don't think it would be a surprise for me to say that the Techer is much more appealing simply because of Shifta/Deband (having techniques the Force doesn't have). I really do feel that the Techer could have been balanced with their rod more easily to utilize their techniques as photon arts instead (effectively giving them the variety of attacks similarly to the Hunter and Fighter) but with something as simple as an element-change wheel via their weapon action. As a result, this would hinder their ability to play with the Wand as a ranged weapon because they do not cast techniques like the Force can - but potentially their Talis could have been similar in this regard where potentially you can get something utility-focused or swift like the Hero's Talis that behaved like a shuriken with positional utility.
I do believe the Force is "fine" the way they are at the moment when you look at the Rod and the Talis on paper - but I personally feel that the reason why they are underwhelming is simply because there isn't much to them that is "theirs" that another class doesn't already have more variety of. I would love to see that the Force and Techer become more distinct and further separated from one another as their skill tree design again reflects how much they do overlap (the Talis and Elemental skills being visible in both trees).
My fear, however, with the Techer, is that I don't quite know how classes like the Bouncer will handle techniques or add to the balance if we have "another" class who can use the same techniques and abilities the Force can in theory. I would imagine that we would likely not have anything like the Bouncer providing buffs or dropping fields to be in-between the other classes, but I really do hope that Sega considers keeping these classes separate and distinct mainly due to the nature of multi-weapons. I don't quite feel it is "special" for a multi-weapon regardess of the10% main class damage bonus to be utilized when your class combinations is something like a Force/Techer just because you wanted to double-dip in overlapping skills when other class combinations would look to something like Bouncer/Fighter because you might legitimately awn to combine the Jet Boots and Knuckles together.
In conclusion, I find it questionable that Sega's design for classes (including subclass usage) rides too much on how things were already established and really could have been reconsidered or modified to help each class hold their identity more strongly against one another. I was excited at first to learn that subclasses were more utiltiy-driven and were much more closely in line with what players wanted to do but I am personally disappointed that some class combinations (like Force/Techer) repeat dynamics we have seen in the past and that we do have a legitimate imbalance of what some classes offer being objectively and functionally better than what others offer (such as Ranger as a subclass offering status debuff reductions which is currently not a very big deal unless you are using the Gigantix Gear, or Techer as a subclass offering very little of benefit compared to a Force or Gunner who offers highly convenient PP recovery in comparison). I am happy the focus has moved away from stacking stance and damage multipliers on the skill trees but I find myself hoping that we could still have something "more" to have a stronger sense of balance and identity to the classes.
The games I would cite for this sort of identity are games like Dragon's Dogma Online (which greatly consolidates overlapping vocations from the original game so all classes play distinctly different from one another) and Monster Hunter, but those games did not have multiple weapons with unique playstyles for each class either which makes some of my suggestions like the Rifle-Ranger and Rifle-Gunner being distinct strange when things like subclasses and multi-weapons are considered especially involving the overlapping classes (perhaps Ranger/Gunner's Rifle is combined between the two?).