Fine notes:
Pure melee classes need reliable, scalable abilities. Berserkers have Frenzy which scales with weapon dmg. Rogues have backstab that scales with backstab dmg on primary weapon. Monks have flying kick, which is laughably bad (but I only played a monk until T6, so correct me if I'm mistaken, please).
2h weapons should be viable again for non-berserkers.
Pet classes should probably see some shift from pet dmg to player damage (this would appease the pet haters out there too!).
Necro dots are awful. Also they are too numerous. Since EQEmu servers support limited debuff slots on bosses (which our raids fill in a matter of seconds), I'd like to see fewer dots (perhaps two) that are much more potent than the current selection or some poison nukes that are much stronger than lifetap w/o the heal component.
Beastlords could use some offensive spell updates. Perhaps an unresistable 10% slow and a freezie nuke?
I'd like to see +Spell Damage and +Heal Amount used more liberally. The current cap (Underfoot) that I see is 10k and items are getting all chintzy with their +35 Heal Amount. The difference between a 30,000 and a 30,035 heal/nuke isn't very noticeable! I'd like to see these adjusted by at least a factor of 10.
The same can be said with +Backstab, +Frenzy, +Flying Kick damages. The addition of +60 backstab on a backstab that was already in excess of say... 1 million damage is a wee bit ineffectual. Again, a factor of 10 or more seems reasonable. +600 to a frenzy swing is pretty decent.
Can of worms officially opened!