- I'd say the trapmaster is a great idea in a turn based game, where you can actually use traps strategically.
I never find it working well enough in real time games like Path of Exile or ( if I remember correctly ) Torchlight 2. I mean, in the end, even if the trap does good damage or gives good survvivability, it's not 'plan ahead and setup a trap' rather than another AoE damage or Aoe / single snare in the heat of the moment.
Issues I could see with a trap master, and after having played DoS1, lies with how you get traps. During my first playthrough, I played an archer that I reconverted to melee assassin later, mostly because the special arrows were annoying me. I barely used them, because crafting them was tedious and I barely had need for them. I think I also remember things like lockpicks being scarce, unless that was only during the beta. God forsake that terrible memory of mine !
Anyway what I'm trying to tell is that if traps are a pain to get, it's just not gonna work. If they do not offer special effects or aren't supported by skills, they probably won't cut it. Traps are an archer best friend most of the time. Kinda like a sniper setuping claymore mines in strategic places before laying down.
So yeah I feel it's a great idea to add traps to the arsenal. More variety is cool.
- Alchemist : Okay, after my love letter to traps, it's not really a surprise I'd love alchemist. At heart, I'm an "engineer", you know, that steampunk class you can find in some games like Torchlight 2. The contraptions, tools, gadgets guy. So traps, 'nade, potions, it's the closest to tinkering we could get in a Divinity game. Although I'd argue that a steampunk engineer/inventor wouldn't be completely out of place. We did, after all, fight a freaking giant robot in D:OS1, and it was the oldest story told so far.
However the same care should be put into an Alchemist and how he sustain his grenades and potions stock. It can quickly become overwhelming and a pain if we spend half our time looking for reagents and rebuilding our stocks in town. It can be annoying in SP, but downright unnerving for the other players in MP. I hated mixing my potions in the Witcher. Hell, I hated The Witcher 1 and 2 and can't bring myself to play the 3. And here I am saying I love tinkering and stuff, but my point is I guess it's really important to not make this necessary task boring and/or nonpractical.
Also I guess potions could help create elemental lingering zones for elemental combos. Yay !
- Unarmed Combattant : Yup. Go. Yup. It's very hard to balance though. Very, very hard. I love my unarmed monk in PoE, but I haven't play enough that I reach that moment where everyone seems to agree you should definitely switch to dual wield.
So unarmed combattant are special, they need either a slightly different gameplay maybe made out of combos ( not combo points ala World of Warcrarft, just regular, chaining attacks that you could fail if you can't stand your ground ).
- Polymorphers are a classic. I never cared for them, but it's a classic.
- Bard : I like the idea it may be a "social fighter". The smooth talker you want to start conversations. I also always loved pure support classes. I like that. And, heh, maybe that could give a REAL utility to all those music instruments we saw in D:OS1?

- Juggernaut / Guardian : have to agree too. It seems less of a game changer than the other ideas, "just"' boosting something a Warrior could already do.
- Summoner master : I guess I'll skip that one : I never liked summoning things. Except my trusty 'Questgiver', the magical Deer, in D:OS1, to distract foes before being horribly murdered in two strikes. Aptly named after a Co-optional podcast with Total Biscuit, Jessie Cox, and Dodger.