All classes get their subclass at level 1 or 3, and I don't really care which. Either level 1-2 are just apprentice levels experienced players ignore, of everyone's a hero at level 1. The current system drives me nuts.
Barbarian - largely keep it the same, although I'd like to rename it the berserker, axing the sub-class.
Bard - half caster with non-spell based buffs and debuffs
Cleric - mostly keep it the same, but make Light Armor the default, rather than Medium
Druid - since I conceptually hate the Moon Druid, my changes would be hugely unpopular, and so I'll ignore this.
Fighter - bringing back the martial dice from the playtest!
Monk - I'd simply axe the class. I've never been fond of it, and find that it doesn't work well in most non-asian settings.
Paladin - smite is all done by spells, not just used after hitting a creature.
Ranger - rework favored enemy to be useful in combat (proficiency modifier to damage most likely) and increase number of favored terrains until a 20th level ranger had all of them (as well as a lot of favored enemies). Beastmaster would need an overhaul to work similar to the new summon spells.
Rogue - not much really needed, but I'd make assassin better in combat and add a thug subclass that doesn't need finesse weapons.
Sorcerer - I'd probably axe this one too, unless I could find a way to make it significantly different from the Wizard. I'd review the playtest version for ideas
Warlock - Int based class. I'd rework the Sword Boon and Hexblade to basically be the same thing (serving an intelligent weapon is stupid IMO).
Wizard - get rid of school based sub-classes, focusing on archetypes (Beguiler, Battlemage, Summoner, etc).
If I could change the multiclass rules, I'd ditch them for multiclass based subclasses.
Barbarian - largely keep it the same, although I'd like to rename it the berserker, axing the sub-class.
Bard - half caster with non-spell based buffs and debuffs
Cleric - mostly keep it the same, but make Light Armor the default, rather than Medium
Druid - since I conceptually hate the Moon Druid, my changes would be hugely unpopular, and so I'll ignore this.
Fighter - bringing back the martial dice from the playtest!
Monk - I'd simply axe the class. I've never been fond of it, and find that it doesn't work well in most non-asian settings.
Paladin - smite is all done by spells, not just used after hitting a creature.
Ranger - rework favored enemy to be useful in combat (proficiency modifier to damage most likely) and increase number of favored terrains until a 20th level ranger had all of them (as well as a lot of favored enemies). Beastmaster would need an overhaul to work similar to the new summon spells.
Rogue - not much really needed, but I'd make assassin better in combat and add a thug subclass that doesn't need finesse weapons.
Sorcerer - I'd probably axe this one too, unless I could find a way to make it significantly different from the Wizard. I'd review the playtest version for ideas
Warlock - Int based class. I'd rework the Sword Boon and Hexblade to basically be the same thing (serving an intelligent weapon is stupid IMO).
Wizard - get rid of school based sub-classes, focusing on archetypes (Beguiler, Battlemage, Summoner, etc).
If I could change the multiclass rules, I'd ditch them for multiclass based subclasses.