I do largely disagree with Psion about the PHBII classes being weak sauce. Though most new classes aren't stellar, the PHBII classes go a long way toward filling some archetypes that aren't extremely well-supported by the core rules. AE, instead, re-creates some archetypes...so it already has things that are fitting in the slot, and then it tries to cram more in the same slot.
My own gut reaction to the classes:
Akashic: "Delving Into Racial History" sounds kind of cool, but the mechanics aren't tied to the flavor, which I think is kind of tragic. Mechanics say "skill monkey," flavor says "semi-magical beings in touch with an unseen world of all experiences," I say ???
Beguiler: A charm/illusionist specialist without the baggage of the bard? Perfect! They're a great trixster archetype; making a favored class for gnomes pretty easy.
Champion: Hoorah! Variant Paladins! Nice, but kind of unnessecary, I've got no problems with normal paladins.
Knight: A "tanking" class if there ever was one, this fits a defensive warrior archetype quite well, in a way that acknowledges that successful defending involves more than just having a high AC.
Dragon Shaman: A nice little support class, and a good way to represent a "tribal shaman" that doesn't need the spirit/OA baggage, or the cleric baggage. It comes with different baggage (the dragons), but at least the existence of dragons is largely assumed to be a universal within D&D. It does some new stuff with auras and breath weapons, too.
Duskblade: Well....it's the elf-class. Fighter/Mage hybrid that doesn't have to overly sacrifice either...it's something that 3e has been waiting for since 2e, really. It's enough of an archetype that a prestige class shouldn't be nessecary, a base class works well.
Greenbond: Take a druid, add some hippie "living planet" stuff, and you've got the greenbond (kind of fills the healer role with druidic motifs). You could also go play a druid or a nature-cleric, though I think the greenbond fills a nice role without either class's baggage. Still, it doesn't do anything new, really.
Mageblade: The whole "weapon as the focus of your magic" thing seems a bit too...narrow....to be a base class in my mind. It's cool, but it doesn't give the class the archetypal status I think a good class really needs. The Duskblade avoids this by tying it to the elves, the mageblade stumbles here because its not tied down: "I'm a mage with a sword" doesn't hit me as a totally seperate class.
Magister: Meh. Variant wizard. We've got a wizard. Heck, we've got two in the core (wizard and sorcerer). Magister has some new mechanics, but in the end, he's a wizard with the serial numbers filed off.
Oathsworn: It's an interesting direction to take a monk, admittedly, and fills it with AE-specific flavor, but in the end, it's a variant monk.
Ritual Warrior: Generally beloved. It's a cool concept and a nice archetype. Unfortunately, it's still something RPGs have yet to get truly elegant about handling mechanically...not monte's fault he was one of the first, though.
Runethane: Again, an idea that I think is a bit too narrow to be its own class, with mechanics that are as wonky as any other rune mechanics out there. Runes are a cool idea, but they probably shouldn't be their own seperate bag of magic, andI don't think it justifies the space it takes up, since its not much of a sperate concept.
Totem Warrior: Pretty cool. Animals and martial arts have been together for long enough, and this melds them well within the d20 system. Though, ideally, this would have been a mechanic anyone can take advantage of, it works okay as a base class.
Unfettered: It's something that many have tried, and no one has gotten right yet, Monte included. Sneak Attack = Unsatisfying.
Warmain: Pretty sweet, actually. It's good that there's a fighter focused on WAILING ON STUFF, since that's enough of a sperate archetype to warrant a new class. And this handles it pretty nicely.
Witch: Can I say, for the record, how much I utterly loathe the fact that AE co-opted this word and then did *nothing* for the hag-style archetype? Instead you get something like crazy specialist-mages without a whole lot of justification. Mechanically, it's pretty cool, but there's little concept behind the mechanics, and none of it jives with what "witch" should be (in my mind) in a fantasy game.