Rogue is also missing:
- Proficiency in Thieves Tools (and Trap Disarm Kits, which are an entirely separate thing now, for some reason)
- Expertise - See this thread for other complaints about the Rogue
They also suck for exploring.
I tried to take my Rogue exploring to look for treasure. Alas, he could not make the jump, lacking the +3 modifier in Athletics which you get from SIXTEEN STRENGTH, because he is a ROGUE, not a fighter. His +5 to Acrobatics will let him do backflips*, but not to actually jump anywhere of significance. My Cleric, in her heavy armor, had to do all the exploring, becuase nothing says "I can jump really far" than wearing a set of plate mail.
* He also can't do backfips.
I just checked, and giving a Rogue proficiency in Athletics does not do ANYTHING to increase maximum Jump distance. Only raw STR does. So, Rogues now require at least 14 in DEX (attacking), CON (for the extra survival a d8 Hit die melee attacking character needs), STR if you want them to be able to jump and explore anywhere, and INT if you want to make them an Arcane Trickster.
That's called Multiple Ability Dependency, and it is a BAD thing to have in 5e, which is a little ironic because normally Rogues are supposed to be relatively simple to build.
Typically, at the tabletop, if a Rogue player wants to jump around, the DM doesn't say "No, you're not wearing enough heavy armor to do that", they try and accommodate them within reason. There isn't a DM here, and that makes things a little rougher.
Not to mention, what happens when people can dice-roll for their attributes and someone takes a 3 in STR as a tradeoff for high scores somewhere else? You can barely make that mandatory jump in the tutorial as it is with 8 STR.