I complained Druid was the most powerful class and barbarian and ranger are the most powerful non casters... I have never seen a witch in play
The witch is quite strong; the spell list of course is taken down from the wizard's a notch, but hexes are very nice, and it's really the most dual purpose class in terms of offensive magic and healing that I've ever seen. I've used it (though only as an NPC). I actually should do a rewrite of it. Probably wouldn't change much.
So you want to fix the Druid maybe? I bet everyone saying we are being ignored would work with that
That depends on whether or not one thinks the druid should be the most powerful, and what kind of fixes.
However, I think you could probably get widespread agreement that wild shape is still a headache, and needs some kind of limit on how many forms you could assume. I also think that with any divine spellcaster, the idea of memorizing isn't really appropriate, and switching to spontaneous casting would take away the whole choosing your spells on a whim factor. Those are both areas where the character isn't all that powerful in one typical situation, but where they may be able to cherry-pick abilities that fit the situation.
PF also still has the Natural Spell feat, which is an overpowered feat that we've already seen decried a few times lately.
Some people have issues with the animal companion, but I don't. PF also has a choice of companion or domain, which I think is a good trade-off.
And then there's the raw numbers. Druids have the durability (hp and saves) and combat ability (BAB and proficiencies, though those are largely unimportant) of a cleric, but with two more skill points and much better skill options. Of all the spellcasters, they are the one that gets by far the most other "stuff". A druid without spells wouldn't be a great character, but he's be a lot better than a commoner or even a warrior. A wizard (who has his entire capacity stored in a vulnerable physical book) is pretty much a commoner without those spells. I'm not really in favor of a lot of changes here, but there's a case to be made for some kind of shift. Perhaps the other classes need more versatility (which is more my style).
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In rewriting the druid, I left a lot of macro-level stuff the same, but I switched to spontaneous casting and mixed Wis/Cha dependency for spells, added to wild shape a provision where you get a couple of forms you know, but emulating any other creature requires some fairly tough checks. I implemented medium saves and changed druids to having medium in all three.
I added natural spell in as part of wild shape, but made it a quasi-metamagic thing, requiring an extra cost for each component ignored or modified. I added a 20th level capstone that removes that cost, meaning that the level 20 druid gets the ability that everybody thinks is too powerful, which to me is the right approach.
I did a few other minor shifts, but I left the basics intact. I'd still say it's quite good, but there are definitely some aspects of it that needed to be toned down.