[GUILD] WarriorSTEADFAST: 10% Physical and Magic Resist. Gain 2% to both resists on level-up.
WELL-ARMED: Starts with a free Sword. Treat all items giving +Damage as small items.
MIGHTY: +20% Knockback damage. Striking any monster erodes 2% of its resistances.
Small +dmg items looks too powerful (skullpicker, penance and hero helm looks too awesone together, enormous damage boost, max mana boost, even tinker cant get it all as small items), get hands of midas on VGT, or kill some bosses in DL and just gather everything for a huge damage. I think that he also need some nerf in spellcasting, because getindare or cydstepp will let him get enormous kills, and with bysseps you will erode 5% res from a single hit at 2 mana cost, or maybe slower piety gain, because he can easily gather ~60% resistances with taurog\dracul, he can also abuse binlor even as warmonger and raise all resistances too. Maybe permanent slowstrike will deal with his powers a little, but also it ensures appearing of rbs/platemail in inventory.
[MAGE TOWER] MagicianTELEPORTATION: Starts with a WEYTWUT glyph. Can be cast on an empty tile for half cost to move there.
SPELLCRAFT: Spells cast are 10% likely to consume no mana.
DISPEL MAGIC: Converting a glyph weakens adjacent monsters.
Will dispel magic affect bosses, or we need some new traits "resist dispel"? Is this dispel -res can be applied multiple times? Or gnomes will rape almost any level. And what about "CP unworthy" glyphs from gods? Binlor can give two of them almost for free.
[CHURCH] BishopINSPIRATION: all altars begin scouted.
INQUISITION: you can "unworship" your current deity. You can desecrate even while faithless. Desecration heals you.
INDOCTRINATION: 25% Magic Resistance
Can be interesting on one hand, but required too much balancing with penalties from "unworshipping" on the other hand. Its more like buffed goatperson without food, with same amounts of refills and ability to control deities.
[THIEVES] HunterCRITICAL STRIKE: Starts with a GETINDARE glyph. Casting GETINDARE gives double dodge bonus.
PROVISIONS: Regain a smidget of health and mana after each XP-valuable kill.
BEASTSLAYER: Instantly kill any No Experience monster.
Say hi to VGT no-experience floor and goodbye to soko-trolls subdungeon

Some bosses has "no experience" trait (first two forms of anoobis in creeplight ruins for exmpl). Looks like altered version of assassin, with guaranteed first strike, but without dependency on poisoning. Goblin hunters can be too strong in non-vicious dungeons, especially with yendor and blue bead. Add tikki tooki to this pack and we have almost same game mechanics as goblin assassin, well, with a difference that you wont slay lvl8-9 enemies in one hit.
[EXPLORERS] BardBARD'S SONG: Starts with WONAFYT glyph. WONAFYT ignores monster Magic Resist.
BARDIC KNOWLEDGE: All items have their conversion values increased by 15 points; can also convert non-convertible items.
MONSTER LORE: +10% Attack Bonus against a monster for each trait/condition the monster has.
You can convert gg beads for gaining piety with gg?
IMO, his positive bonuses are weak. Moster lore - depends on stage of the game and type of dungeon, bardic knowledge - its not likely that you will hit more than 1 additional conversion treshold, maybe this bonus benefits for halfling or gnomes, but have little use for orcs or elves. Maybe gathering +2xp instead of +1 from slowed enemies could give some strength to this class, but IDK, honestly.
[AUDIT ZEPPELIN] WandererPHASE SHIFT: Begins with LEMMISI glyph. You can move to any unblocked tile.
BACKWAYS: An extra random subdungeon spawns in each dungeon.
FORESIGHT: Picking up a booster gives an additional bonus.
This is an interesting idea, but how "backways" will interact with HGT/VGT?