I'd start by shuffling some things around, then add some classes to fill the gaps.
1) Rangers

Ranger as the strider, ambusher, monster slayer will be move to a fighter's archetype.
1.1) The 1/2 spellcasting nature guys becomes the Warden and brings the whole Primal barbarian with them. Lightly armored, a mountain of HP, infused by nature primal warriors.
2) Artificer. The 5e's one is pretty bad. Move their features around. Infusions should be a Transmuter thing (that archetype is so...empty...). Crafting bombs/poison/potion should be thing any character with the good tool's & skill prof. can do. Storing magical essence in items could be moved to sorcerers, same with Soul of Artifice: consuming raw magic from items would be a nice sorcerer thing to do!
2.1) The 1/2 int-caster is moved to Swordmage/spellblade etc
3) Bards. I'm a big fan of moving bards to short-rest based ala warlock.
4) Remove warlock: pact making should be a mix of background (ala Stryxhaven) and adventurer patron/faction (Ravnica Guild). Fighter could have a hexblade archetype, and a hex sorcerer and a summoner/alienist wizard or a fiend domain cleric could all still be a thing. The Boon thing should be for cleric, deciding if they are Warpriest (blade pact), Archivist (tome pact) or Messenger (Chain lock).
5) Monk. Double down of the self buffing, half-psionic caster.
6) Move Paladin/Blackguard to fighter and add Avenger instead for the unarmored, stealthy slayer of faith. There's already a heavy-armored holy-guy.
7) Barbarian. Move the the overtly-magical themes to the Warden and keep the more ritualistic primal slayer for the barbarian: totem, berserker, battlerager, dervish etc
6) Add
- Psion
- Scholar (non-magical support. Warlord as Scholar of War could go here).