Just to give a more complete idea of what I'm talking about/thinking/like in my games, you need something like the following. One is completely free to alter the individual names or classes to your liking or setting, as necessary.
WARRIORS -the guys/gals who are going to fight/rely on strength and skill in combat ability.
The Fighter: all armors. all weapons. potential for best HP and AC. Good/increasing attacks & damage. Non-weapon/combat features or skills would mostly deal with battle, battlefield control, feats of physical [Str, Dex, or Con] impressiveness, interactions with non-magical persons/topics.
--The Fighter: Knight: a non-magical knight [cavalier/warlord/"tank"/what have you]. A "Defensive/protector" fighter. Distinctive Feature: Code of Conduct [honor/chivalry/what have you]. Bonuses to Hit/Attack rolls.
--The Fighter: Barbarian: a non-magical barbarian [tribesman/berserker/viking/what have you]. An "Offense/damage dealer" fighter. Distinctive Feature: Berserker Rage. Bonuses to Damage rolls.
--The Fighter: Martial Adept : a non-magical "monk" [wrestler/pugilist/"striker-specialist"/what have you]. A "Speed/movement" fighter. Distinctive Feature: Adept Styles [martial arts/maneuvers/what have you]. Bonuses to movement and saves.
MYSTICs - guys/gals who are going to fight/rely on wisdom (enlightenment) and a [unique to this category] specific mix of combat prowess and magical abilities.
The Cleric: some armor. some weapons. potential for the best saves. Divine magic. Good/increasing saves. Situational/limited special attacks & damage. Channeled magic spells and effects, "Divine" in origin. Non-combat features or skills would mostly deal with religion, feats of mental impressiveness [Int., Wis, or Cha], interactions across the board/specific to the type/tenets of the cleric.
--The Cleric: Templar: a holy champion [paladin/magical knight/what have you]. A "melee/combat" focused cleric. More armor & weapons than the default cleric. Less/slower spell progression. Distinctive Feature: Righteous Smite. Bonuses to attacks and damage against undead and extraplanar beings.
--The Cleric: Ecclesiast [priest/occidental monk/"invoker"/what have you]. A "magic/caster" focused cleric. Less armor/weapons than the default cleric. More magic. Distinctive Feature: Invocations/enhanced channeling. Bonuses to magics: channeled effects, ritual use, etc...
The Druid: some armor. some weapons. potential for best saves, situational. Nature magic. Good/increasing nature abilities. Channeled magic spells/effects, "Natural" in origin (not "the gods"). Non-combat features or skills mostly deal with nature/wilderness/outdoors, feats of mental impressiveness, interactions best with those associated with the natural world (rural/wild peoples, fae or elemental beings, animals, etc...)
ROGUES - the guys/gals who are going to fight/rely on dexterity and predominantly non-weapon/combat skills, with situational combat ability.
The Thief: limited armors. some weapons. potential for best skills. Good/increasing expertise of various kinds. Non-weapon/combat features or skills would mostly deal with thievery, general [non-magical] utility, feats of dexterous impressiveness, information gathering and general interactions.
--The Thief: Acrobat [cat burglar/entertainer/"flippy monk"/what have you]. A "speed/movement" focused thief. Same armor/weapons as the default thief. Less broad/more specific skills. Distinctive Feature: Stunts. Bonuses to movement, attack/hit rolls, and situational saves.
--The Thief: Rake [courtier/spy-assassin/"the face"/what have you]. An "interactions/seduction" focused thief. Same armor/weapons as the default thief. Less broad/more specific skills. Distinctive Feature: Panache. Bonuses to interactions, damage rolls, and situational saves.
The Ranger: limited armors (to start). some weapons. potential for best situational skills and situational combat features. Good/increasing expertise in nature/the wilderness. Non-weapon and combat features and skills mostly deal with the wilderness, specific terrains and foes therein, outdoor utility, feats of physical impressiveness [Dex, Con, or Str], interactions best with those associated with the natural world (rural/wild peoples, fae or elemental beings, animals, etc...).
WIZARDS - the guys/gals who are going to fight/rely on intelligence and magical abilities.
The Mage: no armors. limited weapons. potential for best spells/magic. Arcane magic. Good/increasing spell/magic use. Non-weapon/combat features or skills would mostly deal with lore/knowledge of all kinds, feats of mental [Int, Wis, or Cha] impressiveness, interactions with magical persons/topics.
--The Mage: Illusionist: a creative trickster [magician/"enchanter"/what have you]. A "mind-effecting/-deceiving" mage. Distinctive Feature: Illusion Magic. Spells that fool the senses, alter emotion and perception.
--The Mage: Necromancer: a foreboding spellweaver [there's really little other descriptors for necromancers]. A "[live or dead]body-effecting" mage. Distinctive Feature: Necromantic Magic. Spells that imbue, control, and/or eliminate life, death, and undeath.
The Witch: no armors, limited weapons. potential for most diverse spells/magics. Arcane & Nature magic. Good/increasing supernatural abilities ["hexes"/mixed spell lists/what have you]. Non-weapon/combat features and skills would mostly deal with a combination of nature and occult/arcane topics, the "spirit world," herbalism/potion brewing, etc..., interactions with magical and natural persons/topics.