@Lancer:
Well, I would say that the main takeaway is not that main guild mundanes currently aren't too powerful. I think that misses half of the problem that the current guilds have.
There is a mixture between strong and weak classes. I would say that ranger and merchant are strong guilds to the point of being overpowered. They can perform their respective skills extremely well, and have a wide range of skills. Merchants can craft almost anything and they have some other skills that allow them to serve as expert spies, healers, riders, and wagon/skimmer pilots. Rangers can fight almost as well as warriors, and are expert marksmen, hunters, foragers, healers, spies, etc. all rolled into one.
Then you have very weak guilds, or guilds that are underwhelming. Pickpockets get a total of 16 skills, not counting the skills everyone gets. Pickpockets pickpocket. That is the only thing they do well, speaking for the coded aspects of play. Burglars are a little better than pickpockets - they can also pick locks! Warriors are good fighters and protectors, but they cannot even scan to look for the elves various dangerous people they're protecting against.
Assassins are fairly middle of the road - they are good at what they do, and they can do a few different things well. But even they are not a good model for the new classes, because they suffer from not starting off already knowledgeable in their supposed expertise.
So I would say that classes, as a whole, need to be made stronger, so that the player's choice of class actually matters. Let's say you want to play a solo hunter/gatherer role. Do you pick Raider (the working name for the heavy combat/wilderness class) so that you start off with high combat skills, but middling to low skills for survival outside the wastes, just so that you don't get killed by the first scrab that sees you? Or do you pick Hunter (the working name for the mixed/wilderness class) for less combat ability but a top-notch ability to sneak up on unsuspecting animals and forage for everything else you need? Or do you pick Scout (the working name for the light combat/wilderness class) for a balance between both of those other choices?
The theory is harder to explain without practice to back it up. That's why I'm confident in the plan to release the classes in a limited manner for testing beforehand, so we can be sure we got it right. A lot of this will make more sense to people when they're giving the classes a test drive, and nothing is permanent until the beta test is over.