I wouldn't do that..
To be the best way is to have a couple resources classes that are very simple. For beginners or people who do not want to put that much mental load on themselves..
Then, you have a bunch of spellcasters, for people who the love spells and all kinds of crazy things that you could do with spells. For the resource management big effect folk.
And you could have a whole bunch of classes in the middle, You have some half casters. You have some stamina users. You some willpower users. You have some item charge user.
On the far far end, you have some class that is just resources galore. Points and slots and charges and a gauge and all kinds of different things.
however you want to play the game, 6E should be started with complexity 10 that you can as a player lower on your PC design as much or as little as you want.
Good example is Pillars of Eternity 2.
you could make your character as complex or as simple as you wanted it to be.
when you picked your talent(feat) at every level or more than one, you could pick an active one, a passive ability or upgrade to already gained ability.
you could go trough 20 levels with only one or two active abilities that you must decide to use on your action. Rest was just +X to some stat that you have.
this is especially useful if you run the mod for 8 party members as you want as much dialogue options in quests as you can get, making 5 characters with "passive" only is great way to reduce your mental load as you just lead your character and maybe one or two more for spells.
it's easy to dumb down the game if it's made complex in start, it's hard to increase complexity of a game if basic design is simple.
it's the fighter with champion and battlemaster options, one is completely passive one requires decision points on most attacks.
every class should be made in similar way at basic design.
or with feats, and a lot more feat slots.
then for martials, feat can be(not including ASIs):
fighting style
2 weapon masteries
2 maneuvers + 2 dice(d6)
+1 crit range
+1d8 sneak attack
and usual feats for martial characters.
spellcasters could use 2 preparation slots for same spell for extra effect.
IE fireball might get d8 damage die instead of d6 if your use two preparation slots. Turning and active preparation slot into a passive one. Or saves might be at disadvatage vs it. Or both for 3 preparation slots.
cure wounds might get 60ft range and Bonus action cast time for extra preparation slot. or +3d6 healing per level for one extra preparation slot
or a feat that gives +4 preparation slots that you can use anyway you want it. New spell or a passive spell upgrade.
6th level wizard could have 15 preparation slots, but only 5 spells prepared. rest are upgrades to those spells.