CreamCloud0
Hero
taking a second go around at this, each 'core' of the six defines how each progresses in abilitiesHmmm i think i'd divide them up into:
Heavy Hitter: Fighter, Monk, Druid and the Barbarian
Lots of HP, Heavy armour or high unarmoured AC, good with dealing lots of straight up basic damage with weapons and direct fighting, No magical casting abilities but various techniques: fighter maneuvers, ki techniques, wildshape, rage stuff.
Light Striker: Rogue, Ranger, (Combat Oriented)Bard, Paladin
Has mid-level HP and Medium armour, lower base damage with limited martial weapons but uses a shared core bonus dice mechanic that scales to deal extra damage in certain circumstances that is expressed differently for each: sneak attack, hunter's mark or animal companions and bardic inspiration on their own or other's attacks, smite, Some magic access but 1/3 caster at most.
Researcher: Wizard, Artificer, (Knowledge/Skill Oriented)Bard, Rogue, Ranger
Medium HP Low AC, if they have magic then not many offensive spells, various combinations of lots of skills or lots of bonuses to the skills they do have, utility party members, simple weapons mostly, Good with social mechanics/npc interactions.
Magic User: Wizard, Warlock, Sorcerer, Cleric, Bard
Low HP, Low-Med AC, Full casters lots of spells, not great in melee, simple weapons, you know the drill.
Healer and Support: Cleric, Ranger, Druid, Paladin
Medium HP and AC, Some martial weapon access, Full caster but mostly healing, buffing or support magic, not great at dealing damage by themselves but good at facilitating other people to do damage.
Magic Warriors: Paladin, Ranger, Artificer, Druid, Bard
Med HP and AC again, martial weapons, half casters, magic is mostly damage dealing or self-focused buffs
PHYSICAL, includes: barbarian, monk
these classes progress by strengthening their body, experiencing new types of training to gain new abilities.
SKILL, includes: ranger, bard
these classes progress by practicing their abilities, the more they do them the more they develop getting better at them and discovering new applications.
EXTRAPLANAR, includes: priest, paladin, warlock
these classes progression is tied up in their relationship with their patron entity, the more they do for them the more powers they're given.
KNOWLEDGE, includes: wizard, artificer
these classes have to find new knowledge to increase their abilities or spending time studying over what they have to increase their abilities.
INSTINCT, includes: sorcerer, druid, (psion)
these classes require connecting on a spiritual level with the primal forces either inside or outside of them and learning to channel them better.
EQUIPMENT, includes: fighter, rogue
these classes improve by aquiring different or better types of equipment, the bigger their arsenal they aquire the more versatile they become.
honestly this probably isn't a good metric to structure class bases on as it's a little abstract and doesn't really give you anything to focus on what the classes abilities would be, it's more along the divine/arcane/primal designations.