Been a crazy week at work, so I'm just getting the chance to dig into this packet. Overall, really like this UA, and now that so much of the picture has been revealed, it's making me like the previous packets more than I originally did (even the Druid, which I completely hated) and feels like with the survey feedback, 2024 should shape up nicely (not to mention I'll still allow 2014 builds in games moving forward for anyone who prefers that version of the class). Some quick thoughts.
Barbarian - Solid quality of life improvements, especially with the Berserker. Not sure I have any complaints or changes here.
Fighter - Adaptable Victor should be a 1st level feature for all fighters. Second Wind should start at 3 uses and go up from there. LOVE the new Indominable (way better than my current house rule that it works like Legendary Saves), wouldn't mind if they added a second ability that let's you spend a hit die as a reaction to add to any saving throw at the same level.
Sorcerer - Love, love, love the changes here. Super flavorful. Wouldn't mind if Subtle spell changed to a class feature that doesn't use metamagic and instead comes online by picking 1 component type at 1st, 5th, 11th and then remove expendable material components at 17th. I'd prefer they keep Wish with the chance to lose the spell if you stress it (but you still keep the 1-8th level spell replacement ability). Maybe let you get back the lost portion of Wish when you gain a level. Like that you don't prepare spells everyday but can prepare metamagics. Can't wait to play this new version of the sorcerer.
Warlock - Absolutely love the diversity of builds possible with this class now. I was shocked at the loss of pact magic at first, and think there could be a compromise. Max out the spells per spell level at 2, then give Pact Recovery once or twice per day that replenishes your two highest slots on a short rest. Keeps the feel of getting your most powerful magic back, while reducing the hoarding of slots and the NEED for short rests to stay effective.
Wizard - Like the new mechanics here. When going from Modify to Create, some of those features need a spell level increase with them. Not sure how I feel about the Concentration modification, seems way too strong even with a level increase. Maybe nerf it to only work until the end of your next turn, then advantage afterwards.
The Missing Monk - Have a feeling this class is going to end up as a half-caster Gish class, with the monk being a subclass. I'm betting they waited to put it out to get a really focused look at it, and I suspect that we'll get all 4 subclasses with the release so that the full design versatility of the class can be seen. I see a Warlock type class but with a Warrior instead of Mage primary focus.
Love the weapon mastery rules in general, and am liking the design decision to make short rests recharges more nice to haves than must haves.