Bloodrager -You have alleviated my original fears. Gets more consistent damage but less than a herald, exchanges healing for damage reduction should be balanced.
Good Stuff
Blue Traveler - looks solid. It is hard to tell how powerful it might get as it gets higher in level but I would allow it at my table as is.
Best rule of thumb with Blue Traveller (might rename the class to something else when I can think of a decent name for it) is that for the most part it'll only really be as strong as the abilities you throw at it, as a Narrator. Spells up to level 5 will be balanced, even though they get a big bump for not technically having a list, and are able to learn what's cast on them, but it shouldn't be a huge deal in later tiers especially as the full casters start to get their higher-level spell slots. The only area where this class can conceivably get out of control is if you start throwing very deadly effects at them that they survive and learn, at which point it's kind of on your encounter design as a GM, and you should think carefully about the kind of effects that it is wise to throw at the Traveller.
Cavalier - personal I don't think they need a fighters fighting style as in a5e those were moved to being just for fighters. Love how the mounts are handled.
I can see the argument here and it does make sense, but at the same time on a personal level I think Cavalier (and also Guardian) are close enough in their DNA and class identity to Fighter that giving them a fighting style doesn't seem like too much of an issue.
Keeper - How have I never seen this class before, wow I love it. I am confused as to why they get maneuvers unless the maneuvers are to be used by the summons and then you can add an ability for the martial archetype so that they can use them as well. I just don't think that if I were playing one I would ever use that feature for myself and focus on being a cantrip caster.
Reasons it gets maneuvers:
1) it's a halfcaster and there is precedence for half-casters getting maneuvers. (on its own kind of a weak point, because of the halfcasters this is the one that gets the most outright spellcasting potential)
2) Its maneuver pool works the same as for a Herald, as does its maneuver progression.
3) One of the traditions you can pick is Beast Unity (and the only reason this isn't an automatic "You get Beast Unity and another tradition" is because the Unity archetype causes you to fuse with your spirit, making them less of a companion and more of a part of you). Unfortunately there's only one real "Companion" sort of tradition, so most of the other maneuvers will be used by the Keeper, but I think one of the options I provided was Sanguine Knot, which is a very teamwork-focused tradition, which might well be a good fit for a Keeper's companion. But yeah Keeper's identity isn't really an in-the-thick-of-it style, so focusing on teamwork-based maneuvers are probably going to be your go-to anyway, if you're not a Unity Keeper.
Magus - We have discussed this class in depth. It feels more unique than just a herald who is arcane. It feels balanced. The idea of Magus Arcane as a unique way for them to spend ep makes them unique which I like and sakes there spells for spell strikes and just basic casting. Some of the langue in the archetypes will need to be tidied up but they each look great. With the arcane one state that spell slots created out of ep are lost during a short rest if they are not used, just to prevent someone from creating dozens of spell slots
Good change, will implement on next pass.
Oracle - In general looks good. As far as the Ancestors Mystery goes neither of the combat spells listed have been added to level up or have been checked for balance. I would instead model their ability on the warlocks eldritch Scythe. You could also just minorly tweek the cantrips and add it at the end but I don't know if any other class should get access to it that is why I think the Eldritch Scythe might be better.
Will look into it. I
have been meaning to make a Community Conversion Project for officially-published spells from Wizards' that haven't made their way into A5E yet. I imagine most of the workload there will just be organising everything and adding the appropriate tags that A5E appears to use for its spells, and issuing changes to spells that are either garbo or too good. But there are only so many hours in the day so I might lag behind a bit, time-wise.
Now I want to see the Blood Hunter and maybe the Pugilist but the new Adept does fix most of the problems the Pugilist fixed with the monk.
So I can't reproduce the Blood Hunter in its entirety for intellectual property reasons (EDIT: Wait, if it's Pay What You Want I might be able to get away with it), but I have addressed it in the PCACP if I recall correctly. The reason why I did not bother to convert the Pugilist even though it is a rightfully very popular third-party class is that I also felt A5E's adept rounded out the flavour and mechanical territory on it pretty nicely.
Battlerager - Simple fixes, I still don't like the dwarf requirements mainly because to me that is just one version of the archetype. The one thing that I did with mine in 5e that would be perfect for a5e is tailor it to battle defence (also with battle defense a berserker can wear heavy armor which is what the origional Dwarves who this was based off of used.)
So in mine you could either enhance your armor/ shields with spikes if you go battle defense or if you go rugged defense then you have sharpened scales, an elemental aura, imbedded spikes in your skin, a mutation or maybe even a symbiot that helps you to lash out. (Mine was an Ebberon symbiot that was a mouth in my chest that would bite people).
Regarding the Battlerager Dwarf Requirement thing, big same. Only reason I included that in there was for flavour reasons and I imagine that any sensible Narrator will toss the Dwarf Requirement aside. Will consider tweaking battlerager around battle defense types.
Four Elements - So what I would do with this archetype is make it more generalized, the archetype can be used for a shadow dancer, a tattooed monk, ninjas, or an four elements monk.
1st change: let them swap a new power at every level not just when they get a new ability to me that is a quality of life change.
2nd change: At level 6 allow them to use flurry of blows as a bonus action after casting a spell or ability gained from this class.
3rd change: At the end add an alternate take let the player pick 4 of the minor spell schools to have access to like acid, fire, shadow see pg 493 of the adventures guide. This let's someone tailor the class to fit a number of options that are all using ep to cast spell like abilities without the need to create a new class for each.
1st change) 100%, this makes sense and should be the way the archetype was written in the first place
2nd change) Yeah, this makes sense, kind of sucks to spend your action on something and then just sit on your hands as a bonus action.
3rd change) This might require a little more consideration than the other two changes. For instance we'd still have to be able to concretely calculate what the exertion cost of a particular effect would be, which would mean that simply adding spells of a particular tag might give us a bit of a knowledge problem, unless we literally go through all the spells that could be added by tag and give them exertion point costs.
I'm sort of hit-or-miss on the precise level to which we should generalise Four Elements further. I can maybe see a shadowdancer or a tattooed monk represented by this, but I feel like something like a ninja would probably benefit from its own specific archetype.