I put this together with some inputs from a handful of people. Most of the scores did not come from me personally - other than nudging a couple of scores where needed on classes that I know very well. Big thanks to Atalkez for providing scores for every single class.
The purpose of this is to provide a good guide for new players who are choosing their first class, or for intermediate players who are looking to swap class or multi-class, to get a baseline comparison of all of their options. If you want, you can send them a link to this thread to check it out. I didn't bother doing a "coolness" score because of course Serpent would be a 4 and everything else would a 0 😉, but of course coolness and character roleplay should be a big part of that decision too! The purpose is not a commentary on class balance (even though the shitshow that is Paladin is pretty apparent).
The first graphic shows general class characteristics, while the second shows combat characteristics (outside of large groups). You may observe that there is no overall "good at 1v1" or "good at PVP" score as that is 1) super subjective and 2) relies a lot more on player skill and class matchup than can be expressed here. You can get a sense of it by the total score on the send graphic, though.
For all characteristics, a 4 means outstanding, 1 means dismal, 2 is around normal, and 3 is above average.
PvE - In general, how quickly can they gather exp/gold, all factors included.
Utility - Non-combat related utility abilities that are useful either to you or your orgs.
Mobility - Ability to control location of a fight, as well as get around the map.
Raid - Overall value of the class in raids. This is a generalization, of course, as there are many types of raids.
Simplicity - self-explanatory. A "4" here means you could learn it very rapidly, a "1" means it might take a very long time and/or may require scripting to get good performance.
(combat definitions below)
Affordability - Classes are balanced around having all available combat artefacts, so in sense, every artefact you don't have at full level is a handicap. High score here indicates that you'll have fewer of these handicaps without artefacts, or you'll have to spend far less to be competitively balanced against top-tier PvPers playing other classes.
Hard to Kill - Self-explanatory. Good score means some combination of easy escapes, full reset abilities, strong active/passive curing, and/or self-rezzes, etc. This is of course generalized, as individual class matchups may differ wildly.
Momentum & Prep - How much does the class rely on momentum and prep, respectively, to win - and also, how good are they at these things.
TTK - High score here means the class can typically kill very rapidly
Skirmishing - How well does the class lend itself to synergy in small group fights (2v2, 3v3, etc).
Mv. Hindrance - Primarily a measure of the ability to "gank" people - this measures classes' ability to prevent people from escaping.
Obscurity - This is (IMO!) one of the most important characteristics of any class, for PVP! Obscurity means "How well, in general, are people I'm fighting going to know how to defend against me". This comes from a combination of population/rarity and complexity. Pariah is a great example of super-high Obscurity as it's a new class with a high learning curve, there are very few active Pariahs, and it's fairly complex to defend against. The result is that most people don't have a great deal of experience / theory knowledge / scripted counters to Pariah, which makes combat easier for Pariah even when it theoretically shouldn't.
This is just something I did for fun, and I did try to keep my own personal takes out of it except for providing one set of scores (that were averaged) on a handful of classes that I main. That said, I'd be very happy to hear any feedback or answer any questions.