Option 2 if you feel you have a lot of information you need to give.
Option 1 with less written stuff than here would be my go-to, takes up less space.
Hmm. True Strike Rogue dipping into AA to get 5 arcane shots with 3-4 level expenditure... you'd basically be making back the lost sneak attack dice with the arcane shot dice. Make it a Thief, and you have a wand use for your bonus action, too, how's that for magic support without being a caster.
That, and some aggressive scaling in the abilities is needed.
Right now, lv10, your extra damage goes from +2d6 to +2d8, that'll surely take a big chunk out of the 200hp enemy. You could go 'hit tier 3, every arcane shot does double damage. tier 4, double again', and it would still barely be...
Yep. It's not a lot of valid effects to pick from (because things you'd want certain effects to hit, are going to have good Str/Con saves), but choosing between auto-damage / put someone in jail while you drop their friends first / make someone ineffective and vulnerable is at least a choice.
On Arcane Archer...
On the face of it, it looks like a death sentence for a subclass to require you to max Int when the main class has absolutely no use for Intelligence. And they are not even trying to invent any, so it only exists here as a punitive tax. But I would be curious to see what...
Any Rogue subclass update needs to contend with Thief Rogue with a wand. I would be ecstatic for them to hit that level, but I'm not expecting them to get that bold ever again.
Bigger numbers (when every target number raises by the same amount) is just busywork and constant adjusting of your values with every level - just hassle that doesn't change anything. But what it does do, is severely restrict what are reasonable opponents to throw at the PCs.
It gives more than most Rogue subclasses (resistance, start most fights with Blade Ward on, damage boost on finishing off bloodied targets, actual resource to decide when to spend for off-turn boost)... but I do get that it's just making numbers bigger/smaller/faster.
Rogue subclasses just are...
I doubt anyone would be trading the usefulness of a Dex combat feat that they use every round, to instead get one more use out of a daily resource.
True Strike Rogues might actually want some combat feats, so they could go to Dex 16 naturally... But they could also just wear medium armor and...
The Rogue subclass is kind of basic (sneak attack better, start every fight with Blade Ward on), but I really like it.
When an enemy dies, teleport and attack (which could get you another sneak attack if it's on someone else's turn!)
(this is again limited to Intmod amount of uses, but at least...
I think it's a little weird to give Fighter a pet, but I don't hate it. Extra body + push/pull breath is control... even if 2/day is a ridiculously stingy allotment for something that is weaker than a lv1 Thunderwave... and, of course, there it is, WotC special, the pet uses Intelligence for its...
Fighter still has just the one opportunity attack. No feats (or subclasses!) let you get more. It's basically meaningless when there's still a dozen other gribblies.
I'm not seeing any AoE spells in their repertoire... so unless you always have a conveniently placed one-square doorframe around, if you are a 300hp tank with AC25+, and facing non-zombie enemies, they can just go past you at someone squishier.