My general observations on reading these three are:
Fighter - I like the idea and the toolkit approach. not as sure i like the size change as opposed to just tougher-stronger etc but thats fine.
Ranger - I like the creepy factor (halloween anyone) but i think the extra damage should be piercing first then later force. Alternatively, i would have liked it to deposit crawlies onto the creature and cause damage "at the start of the target's turn" with saves at "end of the target's turn" to shrug them off. The force and push back seems off theme to me.
Revived - I really like this idea and glad to see some mechanics for its features - because i have used it for a variety of elements. I especially like the idea that some features kick in "when you make a death save" as that is something I had not thought of and i can use that for a lot of cool crap. So, great stroy bit in that sub-class. BUT... i do not like its 3rd level half-undead features. What i would do at the very least is trigger them by "making a death save" to show that everytime you "open that door" these extras kick in - randomly - you get one. Also, the random roll for type of remembered IMO should be weighted - let you put a 1 on one type, 1 2-3 on another and 4-6 on a third to give a little more choice along with the choice of which. However, that is nit-picky.
To me, if i were to compare them against each other - no real reason to - the fighter rune guy is solid all round and most safe and least risky. The rogue one i really really like but it has some of the feature traits i dislike the most too. The stinger ranger is creepy and needs the most work. Its got to me the lowest by far interest level.