My biggest gripe with what they got for us this time is that while I don't mind the move to prepared casters preparing as many spells as they have slots per level, it's not very clear just by reading it and the fact that a prepared caster can cast any spell they've prepared using an appropriately-levelled slot is completely glossed over. I feel like that should be explicit in and of itself, and not the kind of thing buried say, seven to eight chapters later (Wouldn't that be funny if they did that? Haha...).
Bard looks good; It's kind of sad to see Font of Inspiration move so far down the table but it's not like Bards are underperforming in terms of their ability to inspire people so I don't mind at all. Something I do kind of raise an eyebrow at about them though is the Songs of Restoration; I don't mind the extra spells, and I don't mind having a character that auto-prepares healing spells like that, even if it encourages people to be a healer when they don't necessarily have to be, but...I feel like there's a better route of implementation. For example, why not let them spend Bardic Inspiration dice out of their pool to cast one of those spells (at a cost of 1 die per spell levle) like how they now allow it to heal individuals on its own? Then it's still available on a case-by-case basis, and after level 7 they can have any of those spells ready in an hour's time and use it often enough for the whole party (unless you're rocking that 16-person configuration; Apologies). I don't mind the nerf to Magical Secrets (if you can call it that, really, since they still get a ton of spells by 20th level as-is), and I much prefer Improved Cutting Words to the extra pair of spells you used to get.
Ranger doesn't rub me the wrong way as badly as it has for some people apparently but the things that irk me about it are pretty out the gate. I feel like if anybody's getting Expertise at 1st level, it really should just be the Rogue, especially since Rangers got a bit of a buff to spellcasting thanks to sharing the same list as Druids and getting cantrip access. I would much rather see their Expertise turn on at 2nd level just to give Rogues some more leverage. Does Hunter's Mark really need to be a spell at this point? I don't think anybody is going to complain if they just got rid of it and made everything it did a mundane feature exclusive to Rangers. I wish the die scaled a little better than...twice ever...or maybe they could let you add more dice at higher levels (even if it's just like, two instead of one). I like Roving, I like Tireless (though maybe it should give more than 1d8 hit points, since they also nerfed Inspiring Leader with this packet), Nature's Veil should probably be looked at because it sounds cool but it's a bit of a silly use of spell slots, I do miss Natural Explorer (regular OR revised) and Primeval Awareness, and maybe Feral Senses could do something more or different than blindsight, but blindsight ain't bad...The Hunter is alright, too. I think maybe Hunter's Lore could at least let the Ranger's weapon attacks ignore resistances against their target, since resisting weapon damage is so common later on, but I like the variety it offers. The only other thing it could improve is maybe instead of conjure barrage they give you an option for melee damage dealing specifically; I know Barrage is technically usable in melee since it's a cone but I think people would appreciate having the option of a close or long range spell that they can use in different ways.
I'm beside myself with the rogue. I like the Thief they present here more than the original by a long shot, but the Rogue itself feels like, in spite of the fact that it didn't really change, it changed just enough to make me uneasy. But it's not offensive, and Rogues are still Rogues as I know them give or take, so maybe it's a desire to see more done with rogues overall.
My miscellaneous notes:
- R.I.P. Inspiring Leader

- Study Action: Yes!
- Influence Action: No!
- Heroic Inspiration: Whatever!
- Love love love that Guidance is not ad nauseam. I hate having to babysit people adding a d4 to their rolls (might also be because my table on Tuesdays uses Proficiency dice so it's...a lot to deal with).
- I like the new Exhaustion much better. Only way to improve it is maybe it wouldn't be so bad to take off 5 feet of movement speed for every level, I did like the fact that after a certain point creatures couldn't really move.
- Simple Shortswords? I could cry, I'm so happy.
- Slowed still seems like a mondo debilitating condition. I don't mind its existence but I think maybe overall conditions need to be regulated to one big drawback that better stack with each other instead of all giving one or two of the same sets of drawbacks like disadvantage.
- Still not fond of how combat breaks up a long rest; I think a 10 minute window of strenuous activity is a good middle ground between 1 or more hours of not sitting still and getting into a single fight. It's dumb that ambushing my players pushes the clock back that far but 59 minutes of walking with a stopwatch or hourglass measuring the passage of time doesn't.
- The spelling out of Hiding and the DCs of finding creatures soothes my soul.
- I don't understand how the new Barkskin is supposed to be useful if it's an hour-long concentration spell. I like the temp HP more than the AC adjustment I guess, but both would end if you took enough hits. Maybe a short duration with no concentration is necessary for any effect like that (I mean; I think so, but I hope others would come to agree with me).