Link to our thread on this UA when it came out, in case people want to refer back to those comments.
My comments at the time were:
Phantom
On the weak side overall.
Whispers of the Dead - This is fine.
Wails from the Grave - Probably needs to be usable more often. Perhaps even every short rest.
Tokens of the Departed - particularly weak. Sure you can ask a question but almost all souls you grab will lie, likely in a language you don't know. The only real use is when an allied NPC dies in 30 feet of you, which is extremely situational. This alone is not worthy of a 9th level ability.
Ghost Walk - Oh so this was the purpose of the tokens. Why pretend they were useful for talking to the dead when they're not? This mechanic needs some tweaking.
Death Knell - The damage is so low for 17th level as to be a non-impressive capstone ability.
This this sub-class could use: 1) Quiet as the Grave (expertise or advantage sneak skill); 2) Sense Life (detect life behind a barrier like a wall X times/day); 3) Hide in Shadows (hide in light obscurement that is shadows).
Genie
OK, but needs some tweaks.
Dao Spell list needs some work, as they are weaker than other genie types on the list
Bottled Respite - A tad weak but not bad
Genie’s Wrath - damage is a tad weak
Elemental Gift - fine
Sanctuary Vessel - his should come at a lower level, or at least the pull allies in when you get Bottled Respite.
Limited Wish - fine, but it should be once a day. Maybe a charisma battle each use?
Order of Scribes
Wizardly Quill - Meh. Not even invisible text only you can read?
Awakened Spellbook - fine
Master Scrivener - Spells created this way should last 24 hours
Manifest Mind - it's just a slightly enhanced familiar, roughly a 2nd level spell but as a 10th level ability? Too weak. Should be able to do something more.
One with the Word - fine