I'm more worried about the absolute bottom-of-the-barrel options that you shouldn't ever use, more especially the ones that maybe seem cool in writing but in play end up being a waste.
Berserk Barbarian (Totem Barbarian, on the other hand, is very cool)
Beastmaster Ranger (Hunter Ranger is solid if unspectacular; if you want a woodsy archer simply build a Fighter with the Outlander background)
Four Elements Monk (any other way to build a mobile striker with spells is better)
Sorcerer is... inflexible. If you want a straight-forward Blaster (think lobbing Fireballs) go for it (choose Draconic Sorcerer), but any other kind of caster needs Wizard.
Edit: The simple advice is "don't play Wild Mage Sorcerer". To maximize that subclass' potential, you need lots more info on 5E and your DM's campaign. So... don't choose it now.
Warlock is... difficult. If you want a straight-forward Blaster (think shooting Eldritch Blasts) go for it (choose Chain Warlock), but any other kind of Warlock requires considerable system mastery.
There's lots of Charisma classes. Watch out if you want to be the party Face, so your party doesn't get three characters vying for the same social space. (The first one to switch away is the winner!)
There's lots of Darkvision-enabled races. Watch out so you're not the odd man out. Being in an all-darkvision party is awesome, and it would suck to be the one holding the torch.
There's lots of Dexterity-based builds. Basing your fightery character on Dex is arguably stronger than Str in this edition. However, being the sole Strength-based character has its benefits, especially if you play published modules: the loot hasn't kept up and so there will be items that you and you alone can use well.
Spellcasters used to be an expected part of heroic parties. Previous edition adventures could expect you to cast a certain high-level spell, and simply ignore the possibility that your party did not have one! All of this is gone from 5th Edition. Don't feel pressured into playing a Wizard or Cleric. None is needed.
Combat healing is MUCH less important in this edition. It's way easier to survive with no primary healer in the party. Use feats such as Healer and Inspiring Leader to compensate. Having at least one secondary healer (such as a Paladin or Bard) is still useful, though. (After combat, having a Cleric able to cast spells such as Raise Dead and Greater Restoration is welcome, of course.)