1. Clerics. For all the reasons that everyone else already said.
2. Fighters. Bonus feats means that you can sculpt your fighter into something completely different than your gaming partner's fighter.
3. Rangers. All their new abilities are nasty. Camouflage, Hide in Plain Sight, Evasion. The epitome of the mobile front-liner.
4. Sorcerers. Even with Haste shafted, I still like the fact that they don't have to prepare anything. Simple weapon proficiency doesn't hurt either.
5. Paladins. Summoning warhorses not withstanding, Paladins are one of the best characters against the evil that is prevalent in so many campaigns.
6. Wizards. Never really dug the buggers, but wizards with Quicken spell are nasty. Specialists only get worse from there.
7. Bards. Got a character slot that your party is missing? Cleric, Fighter, Rogue, Wizard? A Bard can fill that slot. Flexible.
8. Rogues. Two words: Sneak Attack. Flanking. Tumble. Hide. Move Silently. Alright, it was seven words, but the rogue is the master of getting around while not being noticed, and then stabbing you in the back later.
9. Barbarians. Big. Nasty. d12 HP. Rage. DR. Dumber than a dirt golem in a rainstorm.
10. Druids. Nothing really against them, but nothing really for them, either. Someone has to go in the next-to-last spot.
11. Monks. Never liked the concept or the execution. It might have to do with the fact that monks were all that a guy in my last group would play. Ever. Ever seen a centaur monk? Wasn't pretty.