Done a bit more testing on each class and figured I'd provide some more feedback. I know you probs already have a list and that most if not all of what I've posted below might be on it if so just ignore them.
Gold - Needs to be more accessable in all zones and drop larger amounts. Mainly due to how expensive companion potions, horses, and cube rolls are.
*Very difficult to get just right, i'll have a slight tweak this morning, but gold is supposed to be hard-ish (i dont wanna see people with hundreds of billions in bag*
Companions - bonuses can be too great and there is a lot of useless stats on them e.g mana and bag weight.
*Companion stats are due to be changed before live*
Monsters Elements - All the new zones that I've been too the monsters are physical based making advantage gear that isn't physical pointless other than for PVP.
*In the lvling areas, the mobs are adv physical, in the battle and godly areas the adv is different*
Taoist Pets - Stats are too high.
*Tao pet levels may change, BUT the pets are needed as when its live, taos will not have infection*
Classes - may need a bit more base defensive stats for the higher zones and to counteract the DC/MC/SC gained from gear upgrades.
*Players can choose to add some ac/amc using gems/orbs, also they can choose some ac/amc as part of their hermits, as they get 3 per level, i may add some higher ac/amc to bracelets/helmets*
Belts, Boots, Emblems, Shields - Currently not seen any drop from low level zones and the boots I did see didn't have any comfort on them.
*Comfort will be added to boots this morning, belts/boots/emblem/shield are superior or elite, so drop from battle or god zones *
Accessory Level Ups - These stats may also need adjusting
*These stats are due to be changed before live*
Accessory Added Items - Noticed that Bracelets don't seem to be rolling AC/MR Just advanced elements, Dis, agility, and acc.
*Not sure about this*
Cash shop buffs - These may also need to be adjusted some of them offer very high stats.
*Some of these are likely to be adjusted slightly*
Mines - Might be worth reopening that if you intend to keep refinement system.
*Possibly, unsure as to how i want mining to be a thing yet*
Edge Rolls - Dunno if you added a method to obtain the cubes normally or want to keep them as a money sink but figured I'd put them on feedback list.
*Money sink*
Torch - A normal torch has a greater light radius than the bright torch both have the same dura.
*Will fix this morning*
Anyway hope that at least a few things I mentioned are not already on your To do list.
Temple Of Gloom - 1st floor has better monster distrubion than 2nd may be worth adding a sub on 2nd or upping spawns so people hunt there.
Vanga Temple - Same as Gloom.
*Monster spawns have not been finalized yet*
Ma Ra Desert - DC on monsters felt a bit high for a warrior but fine for tao/wizards due to pets and kiting, exp there isn't great.
Anubi Forest - Nightmare for wizard and hurts for warrior, Drops not great for what time I spent in there.
The Coruption - Monsters hurt and give 18 exp guessing the exp might be a mistake.
*Exp is always lower in battle/godly zones, than in levelling areas*
Don't take any of this as negative feedback as I am having fun playing and can't wait for launch just a few things stood out to me was all.