Additionally, my personal opinions:
Adventurer's two weaponry competencies should be Piercing and Chopping, not Piercing and Bludgeoning. They're a master lumberjack but can't chop people?
Infiltrator feels weak. Maybe it's broadly spread, but something seems off.
Scout should get master scan at the very least. They're called scouts. Let them scout. How can someone called a "scout" not be able to pick out snakes in the sands, given time? Stalkers should NOT be the only ones with master scan.
I don't mind that Raiders don't get master scan. They're fighters. But I think they should get journeyman scan, not advanced - and, perhaps, they should also get journeyman bandage, or apprentice. You don't get into dozens of fights without knowing how to slap some cloth on yourself from time to time.
Dune Trader says "Stealth specialised for wilderness environments" but has neither sneak nor hide. Is this intentional? Brokkr has confirmed this /is/ intentional. "
If you pick up sneak/hide via subguild, even if it is a city flavor, you will be able to use it in the wilderness as well."
Raiders being a prime wilderness class but getting neither food foraging nor "Fair recovery from exertion" is a bit odd. I guess they're more of a one-hit-wonder kind of fighter, while scouts can fight for longer, but not necessarily stronger?
Maybe soldiers and craftspeople should get city-hide flags but no city-hide skills etc. They'd make good guards and aides with a subguild to compensate, for example.
Soldiers at least should 100% get a city-hunt flag but no city-hunt skill, so they can compensate. Maybe craftspeople get the city-sneak flag but soldiers get city-hunt.