Rogue Schemes:
In the non-crime column, how 'bout:
--Acrobat: love me some flipping, tumbling, thrown stuff and quarterstaff swingin', balancing expert.
--Swashbuckler: always struck me as more "rogue" than "fighter".
--Minstrel: not a full blown "bard", per se, but a rogue with a knack for performing/musical talent. Get into all the best parties? Gather Info?
--Spy: lots of disguise and info gathering stuff along with skills for getting into and out of places.
I don't know about Swashbuckler, it strikes me more as a fighting style or a specialty than a rogue scheme, but it might work.
I will be personally offended if the Spy background doesn't get a Rogue scheme. And we already know that the Charlatan will.
There's yet to be a Townie or even a Street Urchin background. The latter could maybe be a scheme.
Fighter Styles:
Pretty sure we've seen at least some of these...
Most of them, in fact.
Cleric Domains: (I'm sure I've listed these around somewhere)
Sure, one can go on all day with these. I think 'Nature' is too broad, though. Plants, animals, and the four elements all make good domains on their own.
Warlock Pacts
--Infernal....that's all I want to see. *sigh* But I have little doubt we will also see...
--Fey
--"Star" (which I think is a crap name for dealing with the Far Realms)
--Elemental Lords/Genies
On the contrary, I find 'Star Pact' to be all kinds of suggestive. It's quite Lovecraftian.
I'd like to see a pact focussed on the Plane of Shadow and/or the Shadowfell. (The cosmology is one of the few things I like about 4e.)
Any reason why one can't make a pact with powerful this-planar entities, like great wyrms or the like? (A friend of mine once had a weird idea for a warlock-like pact with a powerful dragon, in which to regain granted magics one had to send gold through a magical link.)
Wizard Traditions
--Thaumaturgist: access to Mage and Cleric magics, prolly really good with rituals.
Eh. I don't think they need cleric spells. They're just focussed on the big flashy magics, like transmutations and evocations.
--Witch: Access to Mage and Druid magics, prolly really good with divinations/communing with stuff and gets a familiar.
...Possibly. But this might be better as a class of its own, or as a warlock pact of some sort - ironically enough.
--Diabolist/Demonologist: 2 separate things, really, but the class might be built with similar mechanics, abilities and skills. Then its just a matter of whether they deal with Devils or Demons.
I don't see why they need to be so discriminating.

They just deal with the planes in the ventral position, as Vaarsuvius would put it.
I sincerely hope they don't feel a need for completionism in making wizard traditions. The abjuration school just doesn't cry out for a specialist version.
But Divination should definitely qualify, though the school needs more interesting spells.
Sorceror Origins
--Dragons (we know this already)
--Fey...again.
--Elementals/Genies...again.
I suppose a case could be made for "Giant" if you have giants with magical ability or fluffed as magical beings in your setting. A Sorcerer with a "Storm Giant Origin" might be kinda wicked to play. hmmm....
Giant could indeed be cool. You might actually grow when you get low on willpower.
We already know there will be an 'Arcane' origin, which will basically be a spell-point wizard. Here's my stab at it:
Arcane Origin:
By intensive study and disciplined research, you have unlocked the core of magic deep within yourself. Or perhaps you are descended from a great mage, and have learned to tap into an ancestral wellspring of power. Whichever, the power crackles through your veins and forces its way out of you when your willpower runs low.
Hit Dice: 1d6
Weapon and Armor Proficiencies: Same as wizard. (Or maybe all basic weapons?)
Sorcerous Powers:
Level 1: Arcane Blast: Rather than shaping energy carefully into a spell, you lob it in undifferentiated form. At the cost of 1 Willpower point, you can blast a single target within 50 ft. for 4d6 damage. This is generally the same damage type as the last arcane spell you cast, or force if it didn't have a type; but you can make a Cha check vs. DC 16 to wrest it to a different type if you wish. Alternatively, you can make a Cha check vs. DC 16 to spread your blast to hit two adjacent targets for 2d6 each. (You can't do both.)
Once you have spent 3 Willpower in a day, energy crackles around you, doing 1d6 damage to anyone who touches you (or whom you touch). The energy type will be the same as the last spell (or sorcerous power) you cast, or force if it didn't have a type. (The aura will change type as you cast further spells.) You can suppress this energy aura for one round by making a Cha check vs. DC 13.
Level 4: Arcane Boost: You can apply extra energy to an arcane spell, stretching it beyond its usual parameters. By expending 2 Willpower more than the spell normally costs, you can take advantage on your damage rolls or force the victim to take disadvantage on their save against it, your choice. (Note: Advantage on a damage roll here means you roll the total damage for the spell twice and take the better result, not each die twice.)
Once you have spent 10 Willpower in a day, your energy aura from Arcane Blast gives you resistance to its current energy type.
How's it look so far? Do note that Arcane Boost applies to spells gained from wizard levels as well as sorcerer levels.
EDIT: Oooh, just thought of another Arcane power, though I'm not sure what level it should come at. Basically, you can trade in hit dice for extra Willpower, probably 1 for 1. Sound about right?