hmm thats a good question.
first i would have to actually have full knowledge of the class to actually know but i can make some educated guesses if you like.
edit to add:
well lets start with hunters.
i would say that trap launcher is the cause of alot of imbalance and had a friend say it to me the moment they put it in that it was probably the most op thing they couldve put in game for the hunter.
he was right.
i dont know about outright removing it cause it feels bad to have something and then get it stripped completely from you .
but i would say traps that are launched or even just traps placed in general should have a few second “arming” time where someone watching their screen and seeing the trap being launched could step away from it and not get hit would be a good thing.
their damage from chim /lnl/chim or aimed is too much to be dealt as quickly as they can do it at the largest range of all the classes.
i dont know what i would do about that other than maybe a 5-10% nerf to their “instant” shots. (chim and instant aimed with the sniper training ?? i think it is rune).
on moonkin i would:
revert the dot buff. and lower their ability to effectively tank you while spamming instants (that dont rely on a proc to be instant btw all 3 of them) and take little to no damage at all and also be able to effectively heal anything that does get through.
maybe put improved frenzied regen on the same slot as survival instincts or if improved barksin is a rune maybe put it on the same slot as that (i dont know the druid runes fluently so sue me) .
their ability to stack barkskin with improved frenzied regen as well as survival instincts (which actually buffs the amount healed by a ton) is a problem and if you want to nerf (which they already have ele and enh and ret) heals then this needs to be addressed.
pallies i would probably say:
their ability to go fully immune to every cc/purge/damage source (other than balefire bolt) WHILE ALSO being able to fully truck people in 2 globals is insane (and they get to play an entirely different game than the rest of us for 12 seconds every 5 mins) so i would remove that ability.
while immune the only thing you can do is heal or move. thats it.
either that or a hefty nerf to damage while immune (something along the lines of 70% less damage) .
their tier set seems to be the issue here with the truckload of damage in 2 globals.
some sort of addressing that and coming up with another bonus or something would be in order though as i dont really play paladin i dont know what it could be.
honestly i dont know the solutions to these things.
i do know the problems though and they should be addressed to not be problems anymore.
if they are gonna do it to one they need to be fair and do it to all the outliers.