I seriously don't think the devs will remake Warlord. They really don't like doing that unless absolutely necessary.
But I think it does shine a spotlight on the class balance in Beta because of several other changes.
I think the basic problem now is that the class balance is done by Consistency vs theorotical maximum power.
In Alpha, this sort of works. For example, I think the Fighter can actually be considered mid tier there because there really isn't many situations that require the sheer blow-out power that a lot of the Vicious Beta dungeons requires. He can be "piloted" consistently to a victory most of the time.
Starting as a Paladin or Warlord means you are guranteed to start with a useful glyph. Yes, an Alpha Sorcerer with Cydstepp or Thief will end up more powerful but if you get walled early as those two classes before any useful glyphs spawn you are going to jump through some acrobatic hoops to get things done.
In Beta, consistency and getting walled is a lot less of an issue and the design of most Vicious dungeons just ask you to become a demigod to have a chance. Everyone can at bare minimum start with Fireball, and reveal the location of all altars if you're reliant on a deity strategy. There's items like Strength potion to break open any early game walls you may face and give yourself a super quick level boost for classes with weak early games.
Which means consistent classes take a hit and the previously inconsistent classes get buffed.