I've read the rest and digested them well enough for a first pass.
Brawler: Looks fun; the ability to auto-retrain some feats and feat chains
looks like a potential bookkeeping problem but as other posters have said, I strongly suspect it won't be (because people will usually use it for a few favorites, and especially to get favorite chains like three Style feats). Awesome Blow at 20th though... meh. Seriously, it's just a bonus feat, and a Large Brawler can get it a lot earlier (and yes, Awesome Blow is just a feat, for those who don't read the Bestiary very closely). I'd suggest borrowing something from the Mythic book for the capstone instead; the Champion and Guardian Paths have some interesting abilities that could fit rather well, especially if you remove a restriction on using Mythic Power to activate the ability and instead base it on the Brawler's STR or CON modifier or something (or just make it once/day). Examples? How about Meat Shield, Punishing Blow, Uncanny Grapple, Wall Smasher, Maneuver Expert, Titan's Rage? Those are just from Champion. I could go on.
Hunter: Nice to see a 6-spell-level Nature caster. Having the Teamwork feats that you can use with your pet is a nice innovation too. Animal Focus is a slightly weaker Judgment, but you can use it outside of combat (in fact, in most cases it's evidently
supposed to be used outside of combat). Still a lame name for the class, but I haven't thought of a better one yet. I'd suggest Totemist, but that one's sort of already taken (not least,
by me).
Investigator: Alchemist with Sneak Attack instead of Bombs, and less alchemy. Only new thing is the Inspiration class feature, but that in itself is a very interesting ability. The Rogue should arguably have it by default. Generally, I like it, though it's not particularly innovative except for the Inspiration (especially when combined with some of the Talents).
Shaman: Meh. Interesting ideas here, like being able to choose a different secondary "Domain" every day, but flavor-wise I don't think those abilities should be called Hexes (because most of them just aren't). OTOH, maybe the Witch can steal a few of the Shaman "Hexes" for herself. I like the Oracle better, personally, though I suppose I'd put the Shaman above the Witch for interest value.
Skald: Spell Kenning is probably too expensive to use for what it does- but I admit, it
is basically a "Wish for level-X-or-lower effect" ability so potentially very powerful. Also, why does Skald have Scribe Scroll, except for folklore/history flavor? It kinda doesn't fit with anything else the class does.
Slayer: Now you can play an assassin without being Evil! Reasonably cool class, albeit hyper-specialized. Favored Target is a nice idea.
Swashbuckler: By RAW, the Riposte Deed is completely useless until and unless the Swashbuckler has Combat Reflexes. Did you notice that it requires the spending of an AOO
besides the one already spent to Parry? Swashbuckler should arguably get Combat Reflexes as a bonus feat at 1st, unless an Archetype switches it out. Pommel Swipe is rather nice though- you get an extra attack, which can turn into a free Trip maneuver (effectively), except that it's not called Trip so critters with multiple legs can still be knocked over with it, and if I'm not mistaken you can still use your Precise Strike to get extra damage on the Pommel hit. Also, I believe Dizzying Defense allows you to attack normally, and still go into Total Defense that same round, which is impressive.
Warpriest: Yeah, it's Cleric-Magus. Doesn't get Spellstrike or Arcana but does get spontaneous casting of Cure or Inflict spells, Channel Energy, and Sacred Weapon and Armor. The "Blessings" are just reskinned Domains- par for the Divine course.