Except for the Wild Mage (the currently only perfectly implemented kit in the game), NOTHING works right, though some kits are closer then others.
_________________
Everything below pertains to BASE classes, not kits. They might be mentioned off-hand, but it's primarily about base classes.
_________________ Correctly working Base Classes
As far as BASE classes that work properly, Fighters, Clerics, Mages, Monks get what they should.
These are the classes it would be the easiest to fix, at least in theory, since the base classes are fine, and it's just the kits that require tweaking.
The only issue with the mage is that the specialists are implemented as Kits, where as they're supposed to be completely separate classes from a base mage. Only the Wild Mage is a genuine mage kit and is the only kit currently implemented 100% correctly. (Any other issues are a result of problems within the magic system, rather then a problem with the class/kit themselves).
Cleric kits.....are totally wrong and should just be scrapped completely and rebuilt from scratch, correctly this time.
Monks are fine and their kits just need a little more polishing.
Fighter is kind of tough. The barbarian and Berserker are easy enough to fix, but the Kensai and Wizard slayer will take a lot more work (still exploring some options for how to implement them more accurately). The DD also needs some polishing, and already have an oversight that makes them invincible at high levels (hopefully that'll be fixed between now and BG2EE).
__________________ Misc Mechanics related to Base Classes with issues.
While both base classes work correctly for the most part when separate, R/C Duals and Multi's are bugged with their spell-casting which needs to be tidied up at some point.
Also F/D don't have the proper equipment restrictions.
10th/8th (Quest) Level spell slots for Wizards and Priests aren't implemented.
Multiclassed fighters and X>fighter duals should not get specialization (+1 hit, +2 damage, +1/2 attack). They get Expertise instead (+1 hit, +1 damage). (Barring that, at least remove the extra attack from specialization for classes/combos that should be receiving expertise instead).
Fighter > X duals aren't supposed to be able to go beyond proficiency after dueling (Vanilla BG1 did this correctly).
Rogues in general also received a rather nasty nerf, by limiting them to a single point in Two-weapon style. Two-weapon style was also increased to 3 pips instead of 2, as normal, making it even more of a disadvantage. PnP Rogues are JUST as potentially skilled as warriors when dual-wielding...in fact they're the only class pools that can even be proficient in dual-wielding.
Combat styles access also has some issues. Every class (even mages) should be able to specialize in 1 combat style, while warriors can specialize in all of them. Also style access is wrong, should be the following. Specialization style in [ ]. Wizard ([Single weapon], Two-handed style), Rogue (Single Weapon, [Two-Weapon]), Priest (two-handed weapon, [Sword & Shield]), Warrior ([All]).
---------------- Base Classes with issues.
Paladin - Should NOT get specialization. Expertise instead. Missing their Disease immunity (despite being mentioned in the class description). (They otherwise only need a few minor tweaks to their kits to be correct).
Ranger - Should NOT get specialization. Expertise instead. (they otherwise only need a few minor tweaks to their kits to be correct)
Vanilla Thieves are missing the ability to cast spells from scrolls at lvl 10 (which is exclusive to them, no thief kit gets it). (Assassin and Swashbuckler in need of a major overhaul. BH is largely fine once the scroll use is added to the base thief).
Vanilla Bard's song mechanic doesn't work correctly, and they're lacking counter-song, their spell-casting also lacks it's proper 2nd edition high level progression. They're also unable to use most items available to warriors, despite that being one of their main features (can use any equipment/items usable by warriors except body armor greater then chainmail and shields greater then bucklers). (All the bard kits need a lot work).
Vanilla Druid's are missing several passive benefits and their shapeshifting is horribly nerfed to the point of being literally useless. Their spell-casting catalog is also extremely lack-luster, with few unique spells, giving no reason to ever bring a druid, when a cleric can do everything they can, better, with fewer restrictions and more benefits on top. (Druid kits need to wait on vanilla class to be fixed/improved before true rebalancing can begin. Though removing Avenger shapeshifting, and replacing the Shapeshifter's Werewolf froms with the Avenger's forms would be a nice step in the right direction till then).
Specialists are lacking most of their benefits and penalties, and were crammed into the kit-system instead of being separate classes, as proper. (Recommendation would be to put Barbarian as a fighter kit, where it belongs, and use the extra Button for Mage Specialists)
Sorcerers have no prime stat (which will need to be rectified if they ever get the bug stopping max-castable level from working properly, fixed). (Would recommend Intelligence, since that property is already attached to intelligence, and 2nd Ed Sorcerer were Int based like mages/bards, rather then Cha based as in 3rd).
Comments
Except for the Wild Mage (the currently only perfectly implemented kit in the game), NOTHING works right, though some kits are closer then others.
_________________
Everything below pertains to BASE classes, not kits. They might be mentioned off-hand, but it's primarily about base classes.
_________________ Correctly working Base Classes
As far as BASE classes that work properly, Fighters, Clerics, Mages, Monks get what they should.
These are the classes it would be the easiest to fix, at least in theory, since the base classes are fine, and it's just the kits that require tweaking.
The only issue with the mage is that the specialists are implemented as Kits, where as they're supposed to be completely separate classes from a base mage. Only the Wild Mage is a genuine mage kit and is the only kit currently implemented 100% correctly. (Any other issues are a result of problems within the magic system, rather then a problem with the class/kit themselves).
Cleric kits.....are totally wrong and should just be scrapped completely and rebuilt from scratch, correctly this time.
Monks are fine and their kits just need a little more polishing.
Fighter is kind of tough. The barbarian and Berserker are easy enough to fix, but the Kensai and Wizard slayer will take a lot more work (still exploring some options for how to implement them more accurately). The DD also needs some polishing, and already have an oversight that makes them invincible at high levels (hopefully that'll be fixed between now and BG2EE).
__________________ Misc Mechanics related to Base Classes with issues.
While both base classes work correctly for the most part when separate, R/C Duals and Multi's are bugged with their spell-casting which needs to be tidied up at some point.
Also F/D don't have the proper equipment restrictions.
10th/8th (Quest) Level spell slots for Wizards and Priests aren't implemented.
Multiclassed fighters and X>fighter duals should not get specialization (+1 hit, +2 damage, +1/2 attack). They get Expertise instead (+1 hit, +1 damage). (Barring that, at least remove the extra attack from specialization for classes/combos that should be receiving expertise instead).
Fighter > X duals aren't supposed to be able to go beyond proficiency after dueling (Vanilla BG1 did this correctly).
Rogues in general also received a rather nasty nerf, by limiting them to a single point in Two-weapon style. Two-weapon style was also increased to 3 pips instead of 2, as normal, making it even more of a disadvantage. PnP Rogues are JUST as potentially skilled as warriors when dual-wielding...in fact they're the only class pools that can even be proficient in dual-wielding.
Combat styles access also has some issues. Every class (even mages) should be able to specialize in 1 combat style, while warriors can specialize in all of them. Also style access is wrong, should be the following. Specialization style in [ ]. Wizard ([Single weapon], Two-handed style), Rogue (Single Weapon, [Two-Weapon]), Priest (two-handed weapon, [Sword & Shield]), Warrior ([All]).
---------------- Base Classes with issues.
Paladin - Should NOT get specialization. Expertise instead. Missing their Disease immunity (despite being mentioned in the class description). (They otherwise only need a few minor tweaks to their kits to be correct).
Ranger - Should NOT get specialization. Expertise instead. (they otherwise only need a few minor tweaks to their kits to be correct)
Vanilla Thieves are missing the ability to cast spells from scrolls at lvl 10 (which is exclusive to them, no thief kit gets it). (Assassin and Swashbuckler in need of a major overhaul. BH is largely fine once the scroll use is added to the base thief).
Vanilla Bard's song mechanic doesn't work correctly, and they're lacking counter-song, their spell-casting also lacks it's proper 2nd edition high level progression. They're also unable to use most items available to warriors, despite that being one of their main features (can use any equipment/items usable by warriors except body armor greater then chainmail and shields greater then bucklers). (All the bard kits need a lot work).
Vanilla Druid's are missing several passive benefits and their shapeshifting is horribly nerfed to the point of being literally useless. Their spell-casting catalog is also extremely lack-luster, with few unique spells, giving no reason to ever bring a druid, when a cleric can do everything they can, better, with fewer restrictions and more benefits on top. (Druid kits need to wait on vanilla class to be fixed/improved before true rebalancing can begin. Though removing Avenger shapeshifting, and replacing the Shapeshifter's Werewolf froms with the Avenger's forms would be a nice step in the right direction till then).
Specialists are lacking most of their benefits and penalties, and were crammed into the kit-system instead of being separate classes, as proper. (Recommendation would be to put Barbarian as a fighter kit, where it belongs, and use the extra Button for Mage Specialists)
Sorcerers have no prime stat (which will need to be rectified if they ever get the bug stopping max-castable level from working properly, fixed). (Would recommend Intelligence, since that property is already attached to intelligence, and 2nd Ed Sorcerer were Int based like mages/bards, rather then Cha based as in 3rd).
-------------------