I am just going to throw some ideas out there that might make some sense since I don't really want to make a major argument over this. I will start with Archer and Lancer issues:
Idea #1: Lancer vs Archer damage types
Lancers do better damage with their polearm weapons vs larger heavily armored opponents while archers do better damage toward medium and smaller targets.
Idea #2: Archer Range from target and size of target.
Induce penalties for range and accuracy for archers based on ranges from targets. Also have accuracy changes for archer firing on smaller targets from range. Firing at a peiste at long...no problem. Firing on a beetle or ladybug at long...problem unless they get close to do so.
Idea #3: Base damage system for DD's on "risk/reward" curve.
Lancers would do best spike damage of the DD classes while archers would do less spike damage as a DD due to the risk involved to each class. You want to see big numbers then you have to play a front line battle class.
Idea #4: Class restriction/distinction workings
Since archer has so many things that require a bow and cannot be used with other classes like Multi-shot, make it so archer can not use a majority of damage boosting and accuracy buffs from other classes. This would dumb down their spike damage from WSs and multi-shot. At the very least they should make the buffs only affect the first shot from multi-shot which would make multi-shot more of a TP building ability than anything else.
Idea #5: Archer HP reduction
If you build the hate...they will come. Take down Archer HP to be equal or only slightly better than other back line classes (in effect having same HP as mages but able to to take a hit better due to better armors). Increase the hate values of attacks they make (ie. make multi-shot net the hate of three separate attacks rather than one) and make hate relief slower for high spikes of damage. These methods teach an Archer (or any high spike damage class) that there is a time and place for all things. Solo it would still allow them to go nuts but in a party they would have to pace themselves.
In regards to Thaumaturge:
Idea #1: Emulate restrictions
Emulate should be an emergency move only. Make the timer 5 or 10 mins. Restrict it to Thaumaturge only. If a Thaumaturge really wants to tank then let him pull skills from classes that can actually tank or SE should just flat out make them a tank class by changing their ability set and be done with it.
Idea #2: Ranges and AoE for Thaumaturge and Conjurer
Conjurer = longer range but smaller AoE.
Thaumaturge = shorter range but larger AoE.
Idea #3: Initiation
Passing absorbed abilities from the Thaumaturge to another player lets the Thaumaturge also keep the abilities currently. This should be changed to one of the following:
a) Passing abilities causes both the target and the Thaumaturge to both have them but the time is halved for both.
b) Passing abilities causes the effect to fade form the Thaumaturge and only be on the target of the power.
Idea #4: Healing
AoE healing should have a greater hate value.
Those are some things that might help resolve some of what the tension is all about. What SE will implement is anyones guess but I will not smash them just yet. I will however remain cautiously optimistic about this patch until I see what they actually do.