Neonchameleon
Legend
The big worry is the Thug. Who can easily get CA every turn at little or no loss.
A 5th level rogue's sneak attack bonus is 6d6. That's 6-36 damage; 21 damage on average. And that's just sneak attack damage, it's even more when you include their weapon and Dex. A rogue with 17 Dex and a 1d6 weapon will deal an average of 27.5 total damage. I assume you got those low-looking numbers by factoring in missed attacks to get an average damage per round. The thing is, everyone can miss, and i can assure you the average DPR of other classes is much less than the rogue's, since they do far less damage when they hit. So whether you compare damage on hit or average damage per round, the rogue is still way ahead of everyone else.
In 3.x, a rogue's sneak attack bonus dealt about half as much damage as a wizard or sorcerer's highest level spell (typically 1d6/caster level). Now, a rogue's sneak attack bonus is often going to be more damage than a wizard's highest level spell, according to the examples we've been given. For example, fireball, a spell obtained at 5th level, deals 5d6 damage, 1d6 less than a rogue's sneak attack bonus at that level, and the rogue's sneak attack just keeps going up and up and up. That's a problem. Rogues should not be inflicting as much damage as a wizard's top daily spells every single round, even if it is only against a single target.
You left out that the Rogue in 3.X can apply that damage to every attack as long a the target was denied their Dex bonus or was Flanked. A 5th level Rogue in 3.X was dealing +3d6 damage per hit; with multiple attacks that could get to some serious damage.
There's no way a 5th level rogue could have multiple attacks in 3.x, unless he was fighting with two weapons, which came with penalties.
Anyways, I don't think the sneak attack damage is that bad, but I do wish they'd try and design so that you'd need a round to set it up first. I'm not a fan of thug tactics.