For a "vanilla" fantasy setting, probably.......
1. Eldritch Weaver, from Green Ronin's Advanced Player's Manual, as the primary arcane caster. It has good themes and specialties that the wizard lacks, yet is a bit more limited, maybe equivalent to a specialist wizard but a little moreso.
2. Thanemage, from GR's APM, as the arcane warrior type. It's not as good a caster as I'd like for a warrior-mage, but it's not overpowered like the duskblade, overly-specialized like the bard, or not-really-arcane and strangely/idiosyncratically-Charisma-based like the mage blade.
3. Unfettered, from Monte Cook's Arcana Unearthed/Evolved, as the swashbuckler/duelist/martial artist archetype. They fit a decent number of concepts for light or unarmored warriors who rely on finesse and agility rather than brute force.
4. Witch, from Monte Cook's AU/AE, as the mysterious/elemental/blur-the-line-of-arcane-and-divine magic-user. Their spells aren't as potent as a primary caster's, since their advancement is closer to the bard's, but they get several at-will or X/day witchery powers suited to their element or theme, they have fighting ability and general skills similar to a bard's, and they have access to a broad mix of spells, though only a modest number per day.
5. Greenbond, from AU/AE, as the shamanic spirit-magic wielder. It's a little better-suited than the shaman of Oriental Adventures, though it also has access to spells that would normally be arcane in D&D, but at least its spirit focus can explain that away.
6. Champion, from Monte Cook's AU/AE, as the divine warrior, paladin, blackguard, revolutionary, or justicar type. With the right choice of cause and such, they can reasonably fit various themes, though their abilities are fairly rigid, there aren't enough predefined causes+abilities to choose from, and their class skills are rather narrow. Still, a reasonably generic divine warrior type.
7. Totem Warrior, from AU/AE, as the slightly-shamanic, wilderness-oriented barbarian warrior with an animalistic bent. They have good flexibility and mild enough mystical stuff, focused on their animal totem and to a lesser extent the animal companion they get from it, to be a generic beastmaster/savage. Significant fighting ability but decent skills and some minor amount of other utility.
8. Ninja, from AEG's Rokugan Campaign Setting for Oriental Adventures, to fill the assassin/shadowy warrior role. They're a tad weak perhaps, since their Ninja Dodge functions akin to the Dodge feat instead of resembling the monk's AC bonus, but they're an effective assassin base class without any strange or mystical abilities, emphasizing offense and some speed.
9. Warrior, from the EQ RPG, as a general warrior-type and as a berserker. They're much like the fighter, but with a berserking ability and some taunting abilities. But slightly tougher, almost like a barbarian.
10. Bard, from the EQ RPG, as a secondary warrior/skillmonkey and song-magic wielder. They're a bit more combat-capable than D&D bards, with songs (that function sort of like spells and sort of not) as their only class feature beyond bardic knowledge, access to one or two restricted feats later on, and some disciplines (limited special abilities) at epic levels.
11. Priest of the Celestial Spheres, from the PDF by Lion's Den Press, as the primary divine caster. A flexible divine spellcaster loosely based on the 2E D&D cleric and such, which had access to spheres of magic dependant on their patron deity's portfolio (aka their sphere of influence).
There's no good substitute for the rogue that I can find, in the materials I have. The akashic, the EQ rogue, the beguiler, the ninja, and the unfettered have some similarities to it, but of them only the beguiler can deal with traps like a D&D rogue (such an ability just wasn't required in AU/AE or EQ, where the Search and Disable Device skills can be used fully by anyone). Yet beguilers and akashics are very mystical classes, the ninja is not a trap-handler, and the EQ rogue is more a warrior than a sneak/skillmonkey. Outside the materials I own, I can only guess that the Factotum or Scout might substitute for a rogue adequately, but I don't know how mystical the Factotum is, and the Scout is rather wilderness-oriented, unlike the rogue.