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Granted, Solasta's Ranger is improved, as their Favored Enemy deals a slight bit of bonus damage based on your characters' knowledge of those creatures. But...
1) you can't pick Humanoid because Soraks are Humanoids.
2) Meta-knowledge of the campaign dictates you'll always pick Undead and Beasts. So it's like, "what's the point of having a choice in the first place?"
3) The improved damage ain't game-changing, whereas a Rogue's Sneak Attack is racially unbiased and hits with the might of a Fireball on a crit.
My other problems with the Ranger are
4) A Ranger in melee range of enemies risks taking damage and losing their precious Hunter's Mark over a failed concentration check. Might as well just use a Fighter with heavy armor for the AC. They'll last longer.
5) we don't know if TA has fixed any of the Ranger's 6-10 features. They probably won't, meaning the class's usefulness will sink like a rock at those mid-tier levels like it does in the core D&D 5e game.
The best Paladin archetype is Motherland, because it lets you blind all enemies in 60ft for 1d4 rounds if they fail the save. This ability can completely turn around a battle you're losing in an instant, or turn a battle you're winning into a slaughter.
Battle Cleric and Sun Cleric are always good.
I'm shocked I'm not the only one who likes the underdog Loremaster subclass. But Wizards are the most powerful class in any D&D game, so it's not like their specialty matters nearly 'that' much, because any Wizard can Fireball, Polymorph, or Banish.
2 shock wizards, 1 with spy background, and 1 with lowlife background
2 Clerics of battle
all 4 characters dex based elves.
Covers all important skills and laguages, has high AC, initiative, damage, full casters that are perfectly capable in melee, can sneak if you wish and utility spells for exploring.
Sylvan elven clerics also means easy rations even if you don't go green mage.
Just in case.
Battle cleric dwarft for being meat shield and haste buff.
Dual shadow tamer for food, shoot and melee when need.
Shock sellsword elf wizard for magic, indentify, craft spell, craft magic item and not be killed easily.
My current party has a halfling lowlife Ranger who's taking the part of a Rogue. (Traditionally, back in 2e, Rangers got access to some of the same skills Rogues used.)
So you're back to spells or having half the attacks of the others.