In my most recent campaign, pcs are at 5th level now. We have 2 rogues (one thief and one assassin), we have a bard, we have a sorcerer (who is only 4th level), we have a champion fighter.
Observations:
1) All of the pcs can do things in and out of combat, and it mostly depends on what the players bring to the game.
2) The bard's spells are really working well, but sometimes it is just plain old luck that turns the tides. His hypnotic pattern can transfix 4 of 5 or just Saturday night, work on none of 3. His Tasha's laughter kept one guy out of the fight for over 4 rounds. (Lots of NPCs have really bad wisdom saves)
3) The fighter is a beast in combat who crits often. He also wields a magic weapon so that tips the scale a bit. He took heavy armor master so he absorbs hp damage each time he's hit by a weapon. Just recently, magic missiles and eldritch blasts have been scaring him along with a hold person that he failed in last game.
4) The sorcerer player seems to feel a little weak in the combat department, but he excels in interpersonal along with the bard. He's also 4th level while the others are 5th, so he hasn't crossed over the power threshold yet (not getting his 2x damage die cantrips or 3rd level spells yet). If I had to knock any one of the classes, this one might be the one. Personally, I'd rather play a wizard than a sorcerer for the versatility, but since sorc uses charisma, if the party doesn't have a "face", the sorc will give you more for interaction.
5) The rogues are pretty awesome. Their sneak attack can be used pretty often, and cunning action is still my all time favorite. Double rogues in a party boost the striking potential of the party immensely. They love to attack, hide or attack and dash or duel attack (lots of options including skill use for locks, traps, etc.).
Overall, I get the feeling that each PC is fun to play in its own way. If the player is interested and creative he/she brings much more to the table so for me, players that focus more on their character personality traits, bonds, ideals, flaws and backstories tend to have the most fun in my games.
We still haven't played Druids or Rangers yet in any of our games. In another game, someone did play a warlock, and he liked it a lot. It is definitely different and depending on how you build it can feel very different. We also had a monk player who wanted to switch from being a four elements monk to a shadow monk, but we ended that campaign.
If you like being a know-it-all, controlling the field and being a face, Bards are spectacular (mostly Lore Bard...while Valor Bard is a bit more swashbucklery).
If you like smashing foes both fighters (and the Barbarian) fit the bill.
If you like variety and being sneaky with the chance to unload and strike vicious blows, rogues are cool.
If you want to be a versatile spell caster, wizards...you won't be doing terrific damage, but you can blast or use spells creatively to change the game and contribute in all pillars (combat, interaction and exploration)
If you want to be support heavy, but still have a variety of options in combat (and in some cases be relatively strong in combat with Tempest or Light Clerics), go cleric.