Remathilis
Legend
The perils of summarizing.either I am missing something, or you put the bulk of classes in 'need extensive work', not in 'fixed with minimal effort'
Barbarian: 2. It needed some work at higher level and still needs a bit more oomph, but fixing rage and berserker (and making bear not the autochoice) goes a long way.
Bard: 2. Bards needed some help in spell choices, and that's been all over the map. If they can somehow make the bard spell list suck less, they will have most of its problems sorted.
Cleric: 1. The only thing clerics needed and are benefiting from is the holy order choice. If they can beef up thaumaturge to compete with all weapons/armor, the cleric will be ready to go.
Druid: 3. Wild shape is still going to be shopping out of the MM for options and require a lot of knowledge/research to play properly (on top of being a full caster with a unique spell list). Alas, the attempt to simplify (perhaps overly) wild shape failed so druid will remain a very complex and metagamy class. At least they fixed the temp hp sponge problem and allowed them greatswords and half-plate...
Fighter: 2. Fighter needed a LOT and they got a lot. I think they could have done more with weapon mastery, but what they did get was interesting. I would have personally loved the battlemaster as core fighter, but that wasn't in the cards.
Monk: 3. Already one of the weakest classes, they weakened it further. It's still a lethargic class (stop, I need to rest!) and too much of its kit depends on spending discipline to do anything useful. A higher martial arts die isn't enough.
Paladin: 1. They were already top tier and got even better. I would have loved smite to remain a spell and work with the other smites, but I'm guessing by Eldritch Smite's inclusion that's not going to happen.
Ranger: 3. Ranger needed a lot of love. So far, the love they got was "make Tasha's Core." It boosted it to a solid two with it, but it still feels like it lacks a stong mechanical identity. It's still just a hodgepodge of fighter, rogue, and druid abilities.
Rogue: 2. Cunning Strike opens up SO MUCH room in the Rogue's kit. Its a solid one with CS and all the add-ons.
Sorcerer: 3. Sorcerer needed a lot to get over its "second rate wizard" problem. It got most of it. Innate Sorcery gives it a core identity, most of the metamagics (besides twin) are strictly better, and it got more spell choices it desperately needed. Its a solid 2 now, with only bizarre subclass choices and bonus spells being what is holding it back.
Warlock: 3. Where to begin? Pact magic is still highly dependent on constant short rests and Magical Cunning isn't fixing that. Its also highly abusable with multiclassing. Eldritch Blast is still the S tier cantrip and the best choice for any ranged caster. Bladelock is overtuned and easy to break. Tomelock doesn't even compare to it. The class is trying to do too much by being a gish, a caster, a pet class, and magical sniper and its lack of focus leads to be OP or UP, but almost rarely actually on par.
Wizard: 1. Didn't get anything, didn't need anything. Now that it has the best spell list again and lost its terrible break-a-spell (I mean, Create Spell), its going to be just fine.
Bonus Entry: Artificer: 2. artificer shares a lot of the same problems as warlock, trying to be a caster, a gish, a pet class, and skill class. It's not perfect, but I think the warlock could have used more artificer in its design notes.