Hmm, let's see....
PLD: Fine for now. Would've loved to see more options for Oath Gauge usage though.
WAR: Thought it was fine before 4.05, but feels pretty good now.
DRK: Looks fine, but wouldn't mind it if Abyssal Drain had the self-heal as standard and Dark Arts increasing either the damage potency or how much healing is generated by it.
AST: Feels pretty good after this patch. I'd actually be okay if Aspected Benefic/Helios in Nocturnal Sect took a bit of a hit though.
SCH: If they won't nerf AST Nocturnal heals, then they need to increase the Galvanize effects of Adloquium and Succor. Maybe reduce the diminishing returns on Bane by increments of 10% rather than 20% too.
WHM: Would like to see Lillies proc off of critical ticks from Regen and Medica II. You know, spells WHM players actually use.
SAM: Looks fine, but if they reduced potencies on anything by a bit, I'd be okay with that.
DRG: Increase the range of Dragon Sight to 30y, but increase the damage bonus based on proximity to the targeted party member with the maximum effect at 10y. Also kinda wanna see Power Surge brought back.
MNK: Devs went on about removing useless skills, and yet somehow with MNK, they put even more focus on them. Would like to see Riddle of Earth changed to a basic "grants a full stack of Greased Lightning" and just grant all the fist buffs as passive traits. Also kinda want to see what the number crunchers have on just how much of a damage increase Riddle of Fire is too.
NIN: Do love that it got simplified a bit, but the opener still feels like I'm trying to cram 80 things into a 10 second window. Double durations on holding Mudras for players with lag issues, which might alleviate clunkiness from Ten Chi Jin, which also needs a better name. Beyond that, it's still pretty good.
BRD: Must we put proc chances on EVERYTHING? Maybe have Refulgent Arrow proc whenever Straight Shot critically strikes so it's a bit more reliable, and maybe drop Straight Shot's potency to like 100-120 to make sure Heavy Shot is still the baseline filler. Other than that, it's just fine.
MCH: Increase the base Slug Shot proc chance to Clean Shot 100% only after a combo from Split Shot, and the Ammunition effect for Slug Shot would increase the Direct Hit chance of the next Clean Shot by 10%. Maybe increase Wildfire duration by two seconds or so to allow some wiggle room in that opener.
BLM: Have Ley Lines move with the caster, because Murphy's Law states that the moment a BLM uses Ley Lines is immediately followed by the moment they have to run out of them. Also maybe a cooldown that temporarily allows casting while moving.
SMN: Definitely lower the diminishing return on Bane from 20% to 10%. Also give the same Enhanced Aetherflow trait to SMN that SCH gets. Either bring back Sustain, put a trait in that changes Physick for SMN to Sustain or put in a passive trait that allows damage dealt to heal the pet for a portion of the damage. No matter how much devs reduce damage pets take, unless they're 100% immune to all damage from a boss, a pet heal will ALWAYS be a requirement no matter how little it might be used in endgame content.
RDM: Just like SAM, pretty much fine, but understandable if they lower potencies a bit on some things.