I'm a bit late to the conversation but my ideal D&D has a large selection of non-spellcasting classes, which each support a different player style and way of interacting with the game. Some of these can have magical abilities or puch mundane feats to supernatural levels, but as icing on the cake rather than their main shtick.
I want the warrior and rogue groups to cover enough roles a low-magic or even no-magic setting.
Without thinking about subclasses, I think the following deserve to be mains:
Warriors: fighter (gets more out of weapons and armor), barbarian (rage is fun for everyone), warlord (martial buffer/controller), hunter (mundane ranger, who gets combat bonuses after stalking and studying an enemy and knows how to set traps)
Skill monkeys: rogue (stealth and movement), assassin (infiltrator and crits), mastermind/detective (investigation and plans), duelist (combat and flair, but unlike the warrior group would have difficulty against multiple opponents)
Hybrids: paladin (tradition), monk (tradition), bard (as half-caster or 2/3 caster, but very distinct from rogue/wiz or rogue/ill for its hybrid arcane/divine spell list)
Arcane spellcasters: wizard (without assumptions about power source and a build-your-own approach to subclass theme, it can eat the sorcerer class), illusionist (tradition and the whole approach to magic is so different it merits a class of its own), warlock (borrowed power, completely different mechanics from main traditions)
Divine spellcasters: cleric, druid (wildshape is unique), summoner (borrowed power, different mechanics. It doesn't exist yet outside PF and reliable summoned allies makes more sense to me as divine rather than arcane)