Which class do you find the most engaging, vs the most uninteresting to play?
What are some classes you've really found mechanically, functionally, and narratively interesting, vs. ones you've found lacking in those departments that you've played or tried?
For me, Necromancer is a stand-out hit. Thralls are a huge level of flexibility, and there are numerous directions you can take the class with various themes and roles. You have multiple ways to approach (literally, even) an enemy and many ways to harm them, with several focus spells enabling reflex saves. You can even tool your necromancer to be a healer pretty effectively, and commanding /summoning a thrall gives you a very useful third action to weave between spells.
Commander meanwhile felt a bit less engaging to me. Range issues with the banner, coupled with running short on actions to actually use commands and reposition made things a bit of a challenge and led to a lot of turns where it felt like you weren't living up to your potential or fantasy. While I had a similar problem with Runesmith, at least runesmith made up for it with reliability, given its abundance of save effects.
Honorable mention for a bland design for me has been what little I've played of the Slayer playtest. While power wise it felt okay, its current iteration felt kinda generic in its rotations, especially since a lot of the trophy reinforcements are mostly passive effects. I'm hoping it shapes up a bit more during the playtest and gets more specialty actions. I often found a hard time figuring out what to do with my relentless action, especially when I needed to hold the front line.