4) Lastly, and hopefully very soon after the classes are re-aligned, we will hammer out any changes we want to make to the various class-specific Legendary tokens. We need to re-balance them so all class have equal amounts of fun.
If the above quote stopped there, I would be in 100% agreement. However...
It is hoped we can work it out so all classes have about equal power in combat.
I know this may be an unpopular opinion but the classes aren't supposed to have about equal power in combat. Each class has its strengths and its weaknesses, and power (and fun) aren't supposed to require that each class do about the same damage in combat. Barbarians, Fighters, Dwarf Fighters don't have spells. What they (should) have is the ability to deal the most combat damage round after round (other classes may be able to deal more damage with one or two attacks, but not sustained throughout the adventure). They give up the ability to heal others, inspire with song, sneak attack, etc. Exactly why should other classes have the ability to deliver about the same amount of damage in combat when they get other abilities? If the be all, end all, for a player is sustained combat power, play one of those classes. If you like healing, trade some combat power for a class such as the Cleric. Like to have the ability to polymorph to cause more damage in certain situations, or find a different way around a combat by communicating with animals, then play Druid. Like to inspire the party with song and help everyone simultaneously, play Bard. And so on and so forth. Giving every class approximately the same combat power diminishes the fighting classes because it allows the classes that have other powers to have those powers plus the combat power.
Many of the concepts in the game are inspired by D&D but cause imbalance when adapted to True Dungeon. For example, in D&D the Paladin guard ability required the Paladin to be near the character being guarded. So, for example, if you are guarding a Wizard, and the Wizard is staying at range casting a Fireball (and to avoid the quick death of melee combat), then the Paladin would need to be at range as well. But in True Dungeon, the Paladin can guard one (and sometimes more) players with no resulting penalty. As a result, the Wizard gets to use spells (and reuse them) to cause massive damage, is guarded from targeted attacks (but of course sometimes damages themselves), and the Paladin can attack in melee. This negates the weakness of the Wizard (its defensive weakness) while allowing the Wizard to keep the advantages of doing massive amounts of damage nearly every round. And it allows the Paladin to attack without restriction while guarding. Allowing the Paladin to have this ability AND do as much damage (and have some spells to boot).
I'm not trying to single out Wizards or Paladins, but pointing out that the classes aren't supposed to be equal in combat. I think it's great that Paladins can guard, and that Wizards can (on occasion) deliver massive damage. So it's ok for classes to be situationally better in combat, for example Monk stunning a monster or Rogue sneak attack damage. But if other classes can do, on average, as much damage in combat over the course of an entire adventure as the martial classes (Barbarian, Dwarf Fighter, Fighter) and to a (slightly) lesser extent (Paladin, Ranger, Monk, Rogue), the martial classes are getting no goodies (spells, etc.) in exchange for being no more helpful on average in combat than any other class.
The argument that every class should be just as effective in combat is like a Barbarian arguing that it should have just as much healing power as a Cleric, or just as much ability to inspire the party as a Bard. Different classes should have different strengths and weaknesses. The answer isn't giving every class equal combat ability, but giving each class useful non-combat (or situation-specific combat) skills that are as important as combat. And this is a function of: (1) adventure design making sure that those skills come in handy on a regular basis; and (2) class-specific skills/abilities that help in certain situations that aren't pure damage dealing.