I think these things are true.
1) The large majority of the player base does not care about balance. Their concern is that the game rules reify recognizable and familiar tropes. The only balance concern is grossly obvious displays of power, especially if they are in contradiction with familiar tropes.
2) Again for the large majority, the wizard is the appropriate standard of power, especially at mid to high levels.
3) There is little desire to see complex subsystems outside of the already extant spellcasting system. Adding maneuvers to martials is a non starter.
4) People like buffs, and dislike nerfs. Since the wizard (and secondarily, other casters) set the baseline for expected power, the appropriate balance response is to increase power for classes that have less, while maintaining tropes (the primary goal) and not adding new systems (secondary goal).
So the correct thing to advocate for within the context of changing mainline 5e via the 2024 ruleset is more and better buffs to concepts that already exist within the noncaster 5e classes.
Fighter: The EK getting bladesinger cantrip attack is a nice start. Ideally, more action surges, more and better versions of indomitable, stronger and more frequent second winds, should be the fighter goals. Make the fighter strong by making it hard hitting and nearly unkillable. Social and exploration ability can be added by subclass (theoretically) or diegetic progression and magic items.
Rogue: Those at-will abilities that cost some sneak attack dice are the way to go. More of them, and stronger, improved versions of uncanny dodge and evasion, and stronger subclass features, especially in the single digit levels. I'd also follow (but tweak) BG3's lead and give them a 2nd bonus action as their 5th level class ability.
Barbarian: What they are now, but more. 3rd attack sometime in the early teen levels should be standard. Rage as a reaction should be standard.
Ranger: Lean into their archer/dual-wield identity. Give them archery and dual-wield fighting style, and ability to dual-wield non-light as a default. Much like wild shape, make a scouting pet the default, and strong attacker pet a subclass option.