-snip good points n' stuff-
Let's get creative though. Let's get out of the 4 class model of thinking (+ brain wars!) and really suggest some outside of the box classes. For instance:
Merchant (trader, seller, advertiser, import/export, etc.)
Entertainer (here's our bard, musician, showman, storyteller, politician)
Educator (These specialize in another class, but don't perform it much)
-snip other creative/fun[ny] ideas-
"I throw my +3 eraser! Make a reflex save or by blinded and coughing/choking from the resulting ball of chalk dust for d4 rounds! Then I whip out my silver-edged ruler and move in invoking my 'Advanced Knuckle Smack' feat!"
Here's the problem though, are these really the classes and adventures you want to go on? Is your game all about getting that rug for sir John just perfect by the deadline he's given you so you get collect your fee and pay your taxes?
Yes. It does not quite say "Heroic adventure/exploration of excitement for fame and fortune."
I'm reminded of a cartoon from the 1e DMG which a bunch of adventurers around the gaming table explaining to a comrade that they are playing "Taxes & Townhomes" or "People & Professions" or something like that. hahaha.
First off, those of you advocating for a "Witch" class be warned: Witches in the real world aren't likely to be too happy with the idea. That said, every idea I've seen for a Witch class could probably slide in under Druid or Nature Cleric pretty easily.
Well, I get your point, but since the GAME is referencing fictional/literary archetypes, like it does (or should do) for all of the other classes....not seeking to simulate real world neo-paganism, I think we'd be ok.

You don't here all of the real world Paladins and Bards making a big stink, now do you?
Personally, my own game world's "Shaman" class would actually serve to make a decent "Witch", given I worked out all kinds of "spirit world" and "Hex" powers for them and fits the anthropological "witch" archetype. But the idea that it would be a "Divine" sub-class as opposed to an "Arcane" one might throw people off/stunt imagination.The "Thaumaturge", also, could be easily fluffed/flavoured as a "Witch" character, I suppose.
So I could totally see altering my list to incorporate a "Witch" MU sub-class, instead of "Specialist Mages"...for a core/basic set. If for no other reason than page count, since to introduce Specialists, you're looking at detailing 8 (I would probably start with 4) different specialties and their individual powers. They could definitely be held off for a "Complete Mage" expansion book...which could/might also introduce some form of everyone's so-beloved "Warlock" and/or "Sorcerer" (though gods I hate that distinction/rift of Sorcerer v. Wizard")
With that in mind, the revised list would look something like this..."D&D: Masters & Casters", if you would:
"Priests" (Divine Casters)
--Cleric: Divine-base spells/powers, all armor, limited weapons
--Druid: Nature-base spells/powers, limtied armor, limited weapons
--Shaman: "Primal"/Spirit-base spells/powers, limited armor, limited weapons
"Warriors" (Martial Masters)
--Barbarian: "Primal"-base skills/powers, limited armor, all weapons
--Fighter: "Martial"/Combat-base skills/powers, all armor, all weapons
--Paladin: Divine-base skills/powers (no spell use!), all armor, all weapons
--Ranger: Nature-base skills/powers (no spell use!), limited armor, all weapons
"Mages" (Arcane caster)
--Thaumaturge: Divine-flavored ritual caster, Divine & Arcane spell list/powers, no armor, limited weapons
--Witch: "Primal" (or Natural if you prefer/might be better to emphasize the difference from the Shaman?)-flavored caster, potion maker, Spirit (or Nature) & Arcane spell list/powers, no armor, limited weapons.
--Wizard: Arcane caster, full access to all Arcane skills/powers, no armor, limited weapons.
"Rogues" (Skill Masters)
--"Avenger" (borrowing the name for lack of a better one since many people seem to really want "Assassins", but I think the name carries too much "evil"weight. So for lack of a better title, at the moment, we'll go with "Avenger" so that you can effectively be an "Assaassin" or Batman-esque vigilante of any alignment): Martial/Combat-based skills/powers, Thieves Abilities, limited armor, all weapons
--Bard: Nature-based skills/powers, magic effected through their music, access to some Divine, some Nature and some Arcane (Illusion) effects, some Thieve's Abilities, limited armor, limited weapons
--Thief: Martial/Combat-base skills/powers (Sneak attacks, AoO, and the like), Thieves Abilities, limited armor, limited (no two-handed, except bows) weapons
Soooo, the "power/base" breakdown is...
Arcane: Thaumaturges, Witches, Wizards (mixed: Shamans, Bards)
Divine: Clerics, Paladins (mixed: Thaumaturges, Bards)
Martial: Avengers, Fighters, Thieves (mixed: Paladins, Rangers, Barbarians)
Nature: Druids, Rangers, Bards (mixed: possibly Witches)
Primal/Spirit: Barbarians, Shamans (mixed: possibly Witches)
Casters: Bards, Clerics, Druids, Shamans, Thaumaturges, Witches, Wizards
Non-casters: Avengers, Barbarians, Fighters, Paladins, Rangers, Thieves
An even...13?...if anything, as much as I like the idea of a Divine-flavored arcane caster, I suppose the weakest "archetype" here is Thaumaturge. So I could take that out to make a nice round "12 base classes" which seems to be consensus for a golden number...
OR, add in another Warrior class, "Knight/Cavalier" as Lanefan suggests/wants, to round up to 14, 7 casters, 7 non-casters, and even it out that way.
Off the top of my head, I'd say it would look something like this:
"Cavalier/Knight" OO! How about "Crusader" instead?: Martial/Combat base skills/powers, specific/additional "mounted" skills/powers, all armor (focus on heavy), limited weapons (range of options limited to focus on those used from horseback and for face-to-face dualing. Use of a daggers or bows, for example, would be seen as a "coward's weapon")
A few things leap out from the list by @
Minigiant :
Otherwise known as the War Cleric. Congratulations - you're the first person other than myself who's suggested such a thing. That said, their spells should be nowhere near as good/useful as a regular Cleric except for battle spells.
As long as it doesn't get the ability to cast while in melee, as this is something that simply should not exist (one of my rare nods to balance, this).'
See, I really don't see this as a strong enough archetype in and of itself to warrant a separate class...any Cleric of a "battle/war" deitywould have this kind of "increased combat spell range/effectiveness, limited healing spells/effectiveness". One could make the argument to extend it to deities of things like Storms or the Sun or what have you, as long as the religion/deity is fluffed to be battle-focused.
I'm not sold on your advanced list, sorry to say; but I do wonder where Necromancer fits in. I'd replace Conjurer with it.
Lanefan
It's all in the Complete Mages Compendium, due out on the second Tuesday of Not Yet...since this is all speculation on our part

. But the more I think about it, the more "specialist mages" don't need to be presented as "beginner/opening set" classes.
--SD