The Warrior Classes
--Warlord is a specialty/fighting style
--Berserker is a specialty/fighting style
--Warlord could be a potential specialty for them as well.
--other specialties that could allow for non-religious/alignment-based but still code following knightly types, a cavalier/horseback specialist, demon (or devil or undead)-hunter type perhaps.
--I very much hope for paladinic "divinely [or otherwise] gifted powers" but no direct/literal spell use.
--Warlord and Berserker are also a relevant potential specialty here as well. --Specialties that could allow for variants with a animal companion (I DON'T want them default to the class)/Beastmaster type, a spell-caster type though something like an Acolyte (if you had a Nature Domain/based cantrips) or Magic-user specialty seems to give a little in this area already, and of course the archery and dual-weapon archetypes that will never be taken out of the game
--I also don't want the ranger default to be a spell-caster, but have no qualms about a theme/specialty that allows for it in either arcane or druidic directions.
Barbarian - make it a cultural background, not a class. The "raging damage guy" falls under the Berserker specialty.
Warlord - as stated, a theme/specialty available to any warrior class (or even any class at all...why couldn't you have a cleric of the war god or a power-hungry/would-be world conquering mage become a warlord?) Not a class in and of itself.
The Arcane Classes
--Illusionist, Necromancer, and it can be presumed other "specialist" mages as...well...specialties.
--Sorcerer as a specialty. The "magics iz in me bones" fluff just doesn't cut it for me as significantly different enough to be its own class. Any/all mages should, at some point of mastery, be able to cast spontaneously.
--in contrast to the sorcerer, I think the "pact-bound/granted powers" fluff of the warlock IS significant enough [for me] to warrant its own class.
--while I personally view this as a strictly "dealing with devils or demons" kind of thing, I totally understand the room for specialties for people who want other "non-evil based" power sources. So, perhaps things I don't really know about like the "Binder", or even a summoner, diabolist and such could fall under specialties for this class, also.
Witch - I'd LOVE to see a Witch class. But for me, this would HAVE to be flavored as kind of a mage/druid hybrid, possibly with a bit of spirit shaman or the like thrown in, and have none
of the fluff of the Warlock. Simply renaming "Warlocks" to "Witches" without totally overhauling the fluff and crunch of the class is NOT something I want to see.
The Priest(ly) Classes
--Specialties and Domains for a wide variety of deities and archetypes. They seem to be on a pretty good track with this thus far. I will reiterate someone's comment about wanting/needing more than just war/sun/storm as starter Domains. At the same time, you can make a domain for any god of any blessed thing you want...but I'd be satisfied with a simple list of, let's say 10 to really get across just how broad you can go: Sun/Day, Moon/Night, War, Life/Healing, Nature, Storm/Weather, Death/Spirit, Law/Order, Chaos, History/Knowledge...or something like that, just to get started.
--I'd like a default that's a bit more of its archetypal "nature priest" guy origins, with a more controlled/limited 1e-ish shapeshifting ability.
--Specialties allowing if you want to be a Beastmaster/animal summoner/companions, Shapeshifter/Wildshaper, one fpr more "wilderness warrior/defender" (like a druid that's a "ranger-lite" kinda thing), I dunno what else. But at least the Beastmaster and Shapeshifting ones.
--a "primitive" spirit-talker/walker, light armor n weapons, lighter/limited spell-use that's a combo of some arcane/some divine stuff, poison making/use/neutralizing (so the Assassin is no longer with Poison as a class feature), and certain astral travel/dreamstate type powers.
The Rogue Classes
--the default rogue class. Standard, since Basic/1e, explorer/skill monkey guy. Your lock picker/trap finder and disabler/stealthy sneak attackin' guy.
As I understand it, this is now a "scheme" for a "Rogue class". And I think that makes lots of sense and works for me. I think they have a decent handle on the Thief so far.
--the Thief/Fighter hybrid. Stealth, strength, and speed. More fighting ability and a bit lighter on the "skills" side of things. Some decent Poison use, Trap LAYING as well as finding/disabling, Sneak attack also, Disguise...standard "hunt you down and kill you" stuff.
--Present variants/specialties that allow for: the 4e shadow magic guy that some people seem to love (call it "Shadow-walker" or some such), a Bounty Hunter (alternately accomplished by doing an "Urban terrain" specialist Ranger), a "Spy" background or specialty for the James Bond wannabes.
--default the Jack-of-all-trades with decent armor/weapons abilities, decent stealth/roguey stuff, decent magical music/spellcasting (leaning more toward their druidic origins and more away from "arcane" magic).
--Specialties to provide variants for: Skald (more fighting/marital than skill or magic), Spellsinger (a heavier caster than fighting/thieving), and Loremaster (for a more knowledge skill-based rogue).
So...basically the list is 6 default non-casters, 6 default casters with 2 (paladins and bards) kinda straddling the line and variants that can step over on either side.
Fighter, Paladin, Ranger
Mage, Warlock, Witch
Cleric, Druid, Shaman
Thief, Assassin, Bard
Class variants thru "Specialties" could include (among many many others): ye olde "Barbarians", Cavaliers, Warlords, Swashbucklers, some kind "Swordmage/Spellblade" type guy, Bounty Hunters, any flavor of Specialist mage, "Scouts", "Wardens", spell-casting Rangers and Paladins, and many others to be sure.
EDIT: Then you can add in stuff like Monks, Psions and other more niche classes that are a little too elaborate to just do through backgrounds and themes (specialties is just a PITA to type out all of the the time!)
...yeah, this went longer than I expected.
But there's my list.