This is from a world PvE perspective.
Survival Hunter have Harpoon, which brings you to the target, 30 yard range, resets when you get a kill, and restores focus over time so even if you are resource capped when you use it, you can still benefit from it. Makes hopping from target to target super useful.
Warrior gets Charge, which is okay, 25 yard range, gives rage, 2 charges, but if you’re capped oh well, longish cooldown and no reset. They also have Heroic Leap, but that’s got an even longer cooldown and one charge.
Death Knight gets death grip, which does reset on kill, 30 yard range, doesn’t give resources, and drags the opponent to you, so you’re more likely to have to move after a kill to get a new target in range.
Paladin gets… Divine Steed? 45 second cooldown, just yikes.
Demon Hunter has Felblade and Fel Rush, short range, short cooldown, potential to reset from a different ability use. Pretty meh.
Rogue has Shadowstep, multiple charges, 25 yard range, long cooldown.
Druid has Wild Charge 25 yard range, 15 second cooldown, versatile. It’s okay.
Monk has Roll, multiple charges, long cooldown, short range. WW can get Flying Serpent Kick, which is fun, but long cooldown and medium range.
Shaman has… ghost wolf? Feral Lunge. 25 yards, 30 second cooldown, bottom tier dredge and doesn’t really fit the class flavor imo.
Interesting, never really compared gap closers before I played Survival Hunter, but Harpoon is just head and shoulders above the rest of the crowd, and some classes should just be embarrassed. Paladin.
Thoughts? What did I miss, I don’t know every class and ability in the game but I feel like I missed one or two abilities.