Of the changes I noticed. Rogue needs their expertise back. Heck, they took away the rogue's thieves' tools proficiency, so they kind of need to add in slight of hand as an auto proficiency with the way they're doing traps and locks. Cunning Action was definitely weakened by everyone getting Disengage and Hide as a bonus action. Thief getting 2 bonus actions was an interesting way to handle fast hands, but being able to apply poison and then attack with main hand and off hand felt a little over powered at times. Rogues need their level three sneak attack buff back; Fighters and Rangers get a damage boost at 3rd level.

The Ranger changes are ... neat, but I don't think they go far enough. A cantrip is ... weak ... especially an attack cantrip. The familiar was neat but I took it with my beastmaster and I couldn't have both out at the same time, so that wasn't helpful. Rogues get a damage boosting ability at 1st level. Fighters get a healing ability at first level. Rangers need a similar valued combat ability at first level. I get Favored Enemy and Natural Explorer not working; they don't work in PnP either and that's why they're getting a big rewrite in Tasha's.

I don't like the prevalence of the surfaces. They're there in almost every single fight. Bonus action potion chugging is ... weird. Food providing healing is ... weird. If they want us to be fully healed before each fight, then just give us a short rest before each fight and dial the game around that. But it would be difficult to make long rest points (hit me up Larian, i can show you how to rebalance all of the classes to be short-rest classes, I'm available, I've done it in PnP).