Alternate title: Rogues: still stupidly overpowered
Now that the shameless bragging is out of the way, I'd like to note that on my current playthrough (after a ~4 month hiatus) I've found Rogues to be, if anything, more powerful than ever. (Granted, my playstyle heavily favors Rogues, and I'm probably much more skilled with them than I am with, say, the Monk.) Perhaps even moreso than the days when Orcs stacked base damage and CYDSTEPP was king. The biggest change, I think, is how easy it is to acquire max HP. On this run, I got an extra, what is it, +50? from JJ, which allowed for some fairly silly tactics even before taking Chaos Avatar. GG is, perhaps, even more broken, since you can amass tons of HP right from the start with him, and while that means clogging your inventory, you'll get to Enlightenment pretty easily and then with the right glyph (usually HALPMEH, sometimes BURNDAYRAZ or PISORF) you can just crush everything. Earthmother isn't quite as overwhelming, but her health boon is nothing to scoff at. Taurog won't give you extra HP, but repeatable death protections on a Rogue (with an extra +5 base and +20% bonus) are just nasty. And then you have Warrior's Pact, all the various HP-boosting items (which are even more accessible for purists, thanks to the lovely bank system), etc.
All of this is not to complain, or even suggest changes. It's perfectly fine to have some classes stronger than others, especially when it's a class that is still hard to master and requires a fair amount of strategy to overcome his weakness. But as I recall, the primary impetus for "fixing" CYDSTEPP in the first place was because Rogues essentially broke it, and the way the game is now, Rogues are just as broken as ever. I do still think that toning down both his strengths and weaknesses is worth considering - e.g., bonus damage reduced to 30-40%, HP increased by 1-2/level.
(On a slightly related note, I've also found Berserkers to really suffer from the nerf to their attack bonus. They're a very simple class, and for the most part are strong when they can brute force everything but weak when they can't. They, too, might benefit from being toned down a bit - e.g., magic resist reduced to 30-40%, glyph penalty decreased to +1 cost.)