Random thoughts I had while replying to the ranger thread.
I think monks are probably the class most in need of love at the moment after necro/bard changes have gone through.
Problem: Monks are very dependent on luck and a very linear lag strategy. Stances are not balanced.
Difficulty: To keep them from being too similar to blademasters.
Monk Paths:
So let's split monks into three paths: Europe (Christian theme), Asian (Buddhist theme), and Indian (Hindi/Jain theme). Monks already excel at lag and damage, so we should focus on on boosts that do not directly involve these. Ideally, we'd even lessen their lag potential and boost them in other ways. I think there is a lot of potential in weaponlock-style lag over trip-style lag. Each path would get a different flavor of beads (e.g. beads, rosary), different flavor of chii bolt affects, as well as:
European style monks might get their weight limit removed and some kind of active skill debuffs (I imagine a couple of skills (not spells) similar in style (not affect!) to minister, insomnia).
Asians would play the most similar to current monks. They could get buffs to the stances (esp. to mitigate luck, not to increase damage/lag) and even some flexibility in swapping stances on a round to round basis. I thinking of things like the different kicks, but applied to several skills (dirt, trip, disarm, whatnot).
Indian flavored monks would get a host of passive buffs, especially countering debuffs (esp. hp/mana/mv regen debuffs) and gain debuffs to their stances (esp. punishers against opponent skills).
The main drawback to adding these buffs to paths of monks would be to weaken their active lag potential. We have three options to play with: chii bolt, air thrash, and trip. My first thought is that chii bolt lag will be the best to tweak. If we take a lesson from weaponlock, a chii bolt could cancel your next few commands (randomize it a bit), with each input lagging you very slightly (like moving a room). That way you could 'break' chii lag before an air thrash lock, but at the cost of needing to be careful of your inputs and risking not getting your favored command in.
The gap between air thrash lag expiration and the monk trip is nice currently, given the thrashed a short opportunity to flee. However, air thrash could also be reworked to a punishing skill that damages or debuffs flying opponents (could be an active or passive skill). This would mean that air thrash gives a tactical choice to the opponent: fly and take the hit(s) or land and risk trip lag.
I think trip is a nightmare to change and balance well, so I see it more as a punisher for allowing the monk to get you to the tripping point.
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Grapple: I can see this functioning a lot of like weaponlock lag, but it doesn't go through protective shield. The ninja is lagged a straight two rounds, but the grappled is lagged a certain number of inputs rather than a straight 'lag'
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Paladins could also use a lot of love. I can envision a few archetype paths for them, but I actually think they could use a more generic rework considering our current combat system. Since paladins will always have a major weakness to neutrals and heavy hitters, I don't mind them seeing a general tone up. I've always considered them lackluster at best.
A paladin may bless their weapon with holy fire. This is a special damage type that ignores all resists/vulns and does increased damage to all evils, but significantly decreased damage to neutrals. It adds the flaming flag and cause fear (no chance to neutrals, moderate chance in evils, high chance for evil supernaturals). It is applied in a similar way as blood vow (single weapon, lag, duration), and the weapon may only be used by the owner. Swords receive a special damage boost to this ability.
Paladins who use shields have a passive chance to completely avoid area spells and skills (this should be quite high as the paladin is sacrificing much offense against a caster here). They may also shield bash, albeit not as effectively as a warrior.
Paladins are innately immune to fear/hysteria.
Paladins gain +1 spellvl when wielding a staff.
Paladins gain the spear skill.
Adv. Mounted Combat allows paladins special bonuses while mounted. The first attack of each round completely bypasses (chance = (prof + level)/2) most contact defenses (parry, riposte, dual parry, two handed), does half damage through shield block, and treats dodge normally. All weapons have +2 base damage. Adv. Mounted Combat only works outdoors.
Paladins gain the calm spell.