I'm actually a bit surprised to see the harshness on these, they seem pretty good to me.
I've never really wanted a Drunken Master, but I like what I see here. First off, they don't need to actually be stupidly drunk to use their abilities meaning A) They don't need to worry about running out of booze during long adventurers and B) We don't need to start wondering about the penalties everyone else gets for drinking too much.
Drunken Technique is really good, I can attest since I've got a Swashbuckler Rogue in my game that giving a mobile class free disengages is annoyingly powerful. Limiting it to Flurry is a very good choice and, it also allows it to synergize with Intoxicated Frenzy
Which I'll jump to, because it could actually be really good. This is clearly a mob killing ability right? At 17th levels those are all 1d10+5 hits, and you can hit a total of 7 different targets. Let's say you wanted to go for broke and nova, make every hit a stunning strike. Sure, it is 8 ki, but you have a decent chance of stunning at least a few of them, and you are already disengaging and moving, with a move of 65 ft you could potentially get pretty far away.
If you don't want to use it? Fine, it actually is just improving your normal flurry, so if bearing down one target for 4 attacks is better, do that, but if you've got a few extra enemies surrounding you, hit one guy for 3 attacks and spread some love around before you flee.
I could see Tipsy sway being ki and Luck being short rest, but Sway is really the only weak link ability here. With Monks eventually getting proficiency in every save, prof+advantage is incredibly powerful.
So, I think the Drunken Master gives up some of the direct power of Open Hand and Shadow for some better mobility and defensive options.
Redemption Paladin is a really cool idea, I think. This plus the Tranquil Monk with some bards and a few other things could be a great "diplomatic service" party. The people the kingdom sends to defuse wars and deal with sensitive political situations. It requires a certain type of game and a certain type of group, but that doesn't mean it can't be well done.
I'm not too worried about the Armor of Peace (plus it helps set up the visual of the robed holy man) especially since this Paladin is encouraged to use Quarterstaffs which are not dex based. That means you either have a high strength and dex, or you keep your damage or AC lower.
Aura of the Guardian, combined with your High AC is potentially very powerful, and makes this guy the best at escort missions, but it takes a while for protective spirit to come online and keep you standing long enough to make it the best choice.
Then they just get resistance to damage caused by hostiles and hit them back for hitting you.
By the way, I think those two abilities work like this (Enemy deals 10 damage, you reduce it to 5, since the enemy dealt 10 damage they take 5) which prevents you from harming them more than they harmed you, but with healing and a high enough health pool your character could sit there and allow an enemy to continue hitting them and watch the enemy die from their own violent actions.
IF you use Guardian Aura to take the damage while you are an Avatar of Peace... does that count as the enemy dealing the damage to you, and thus they get burnt for it?
I think I like the Monster Slayer. The Revised Ranger isn't a master of one land type, they know about all the lands of nature, so being able to unravel all monsters doesn't strike me as too odd, in fact, I think it helps make the ranger more epic like some of the other classes. They aren't just good in one area, but in all the dangerous walks of life. Plus, it is possible that most of that information would be pretty standardized or common.
I do agree with the comment earlier though, that Ranger's just auto-succeeding in their niche, which is then otherwise ignored does make it more difficult to have them feel good at the table.
I like them getting more spells, and those look like good spells for them to have access to.
I'm not sure if Slayer's Counter is too powerful. As a reaction make an attack, as long as you hit, you auto save against the ability the target just used. If it is half damage on a save, it still hurts, but if it's save or nothing that is a lot of good things for the Ranger. Especially since you want this guy to have Hunter's Mark running with Slayer's Eye so that you get +2d6 on every attack you make. That is +6d6 a turn if you get to Counter, which is some really nice damage. Plus improving all your saves and making it very difficult for the enemy to flee you. This is a Ranger that is truly dangerous against a single supernatural foe and I like that.
So yeah, I think I really like all three of these. A bit rough, but each of them has a powerful vision for a character that I wouldn't mind seeing at the table at one time or another.