We are playtesting a group with one of each, plus a battlemaster and evoker using the UA background rules. Semi-gritty recharge rules (situationally rest-constrained to try to accomplish ~ the 6-8 or equivalent). We've gone L1-6.
Everyone seems to like the 'free' L1 feat, with lots of people taking human to get an extra (Skilled and Toughness see a lot more love than before, and I can tell if Lightly Armored sticks as light, medium, and shields, it will be on a lot of wizard and lore bard first pick lists).
Ranger is definitely more straightforward -- two weapon fighting and hunter's mark is definitely enjoyed (although part of that may just be finally getting a chance rather than what they'd always do if it became the norm). I have to say, I disagree that it has made everything more same-y for the ranger. The changes to 2wf, hunter's mark, and spell selection allow for the ranger to cast (and swap out) spells to much greater effect, making them feel much more like a half-caster with multiple spell options, especially in combat.
Lore bard is interesting. In general we've liked it. The limit on the L3 skills to be the knowledges moves it from the 'generic not-eventually-get-multiattack' bard variant to more of a 'hey, we really meant it with the 'lore' bit' style. That's... I mean it's reinforcing the theme, which is fine, but then there isn't really a 'generic bard' archetype. So we have mixed feelings. Spell list we don't see why this is better than a class-specific list, but the actual spells are fine. Not getting the two 3rd level spells from other classes so early, along with fewer inspiration are clear power-downgrades, which is fine so long as the other casters get similar cuts.
Rogue... what to say? 2wf as a not-bonus-action (and SA on attack actions, so no SCAGtrips) definitely makes swashbuckler and Arcane Trickster less go-to options for melee rogues. We all noticed that the 'rules exploits' had been addressed. I think people recognized that reaction-action SAs, SCAGtrip SAs, and thief-rogue bonus action using great items were perhaps not the best way to boost rogues (since your average grade school or beer&pretzel players might not have picked up on them), but at the same time I think people were looking for more things to boost the rogue as compensation. We are thinking about jumping to level 10-12 to see how it plays there, and I think the guy playing the rogue is expecting to feel overshadowed. That, however, has not been playtested.