Dragonblade
Adventurer
I think there should be a wide range of relatively simple classes that cover major archetypes, and stay simple throughout all the levels. And then there should be an equally wide range of complex classes that cover major archetypes, and get as complex as the designers think the audience will appreciate.
If the designers keep their core design goal of a simple base with baked in abilities at every level, but advanced players can swap out those baked in options for different custom options, I'll probably be satisfied.
If the base looks like a simplified 3e/Pathfinder fighter with simplified baked in feat choices, but I can trick it out and turn it into a ToB style Warblade via ability and feats swaps, that would be my ideal.
. My players can customize by writing flavorful bits on their character sheet. They can attempt maneuvers I will adjudicate on the fly rather than sift through bland options on their sheet. The heart of the group is the DM's ability to create a campaign setting, populate it, make it grow over time and most of all, sustain it as the characters experience it and make their impact. Complexity makes it hard work. Low-prep is a major requirement for me these days and it's why I have abandoned DnD in favor of simpler games.