Yesterday I finished a Level 1 to 3 playtest with my small TT group. The party is a Commander, a Guardian, and a fire/metal kineticist. The adventure was a converted 4E adventure from Goodman Games, and had the group on some tropical islands, limiting the Guardian to medium armor as there was no place on the islands to upgrade to heavy at levels 2 and 3.
The party faced hostile human tribesmen, humanoid pirates, some jungle animals, a fairly unique undead as well as various hazards.
On the Commander side, the goal was to test a number of tactics. We didn't test them all, but here is what we thought of the ones that we did.
Defensive Retreat: This was rarely used. Mostly because of the group size, and not because of any lack in the tactic itself. They just rarely wanted to back away from foes given that there were only three party members. This was swapped out for Strike Hard for the final part of the adventure.
Form Up: This was only used 2 or 3 times, but every time it was used it was a massive mobility benefit. Letting everyone take a Stride in the Commanders turn (while giving the free reaction for that to the Guardian) helped the party close the distance when encounters started at range. It was not an every-fight move, but when it was used it had an oversized impact on the encounter.
End It: This was very hard to use given the size of the group. However, every single time it was used, it had a significant impact on the fight. In a large group (like my 6-person PbP team), this could be used early in many fights to disrupt enemy activity. If I was playing a commander in a normal-sized group, this would be the first tactic that I took. I was very impressed with it, even given the trigger and small group size.
Pincer Movement: This was the MVP power. It was used often and benefited the Kinetcist most of all. Allowing 2 action Elemental Blasts at melee range, especially, to land more often and shine. I think this is group-dependent, and it may fall off at higher levels as some people have said, but at low level, with a melee-heavy group, it is a very solid power.
Strike Hard: This was used in the last part of the adventure. It is a solid power, but the two action cost (which is balanced and should not be changed) limits what else that a Commander can do. I don't mean this in just a 'rotation; way, but in what might feel fun for a player. It also was not as impactful for us as it would be in other groups with a stronger melee striker.
I am concerned that a Commander player might be pressured into taking the power and spend most of a game session being a Strike dispenser for other players. I would not mind a rider on this power along the lines of: After this tactic has been used on a person, they are temp immune for 1d4 (or maybe even 1d6) rounds.
Overall, I think Commander is in a very good place. I'd like to see them start with three prepared tactics, and then get an additional one each time they currently do.
Guardian.
The Guardian felt, at least at low-level, like a capable martial character. The player focused on testing Taunt as that is an ability that the player wanted in the system already and is very appealing to the player. However, the Intercept package was also tested.
Also, as stated above, the Guardian was not able to upgrade to heavy armor, so AC was two lower than might be expected at these levels. It did not seem to hinder survivability. The only time the Guardian went down was when my dice got crazy hot and we almost had a TPK.
On the GM side, I still feel that Taunt needs work. I love the idea of a Taunt power, but I think the current implementation is somewhat lacking. My first concern is that, like RK, it is going to be very GM dependent. Unlike RK, except on Thamuaturge, it is a core element of a class. If the GM does not allow it to shine (ie it's not optimal to attack the Guardian), it will lead to a very negative play experience for the Guardian.
I do not think it should be a hard Taunt at level 1, but I do think there should be feats that both reduce or eliminate the penalty against the Guardian and make it more of a hard Taunt. I do know what some players would be against a hard Taunt, but is a 'you must attack the Guardian' at mid to high level any worse than the myriad of CC effects that force monster actions, especially given that Taunt, like CC effects, has a save.
My biggest thought on Guardian is that it lacks an identity. What is its core function? I would like to see it lean into mitigation via damage resistance. It has some of that, but it needs to be more emphasized, IMO. When you have a sidebar that says 'Hey, this class feature does not stack with this other level one class feature', that should be a warning sign that something is off.
I'm still pondering what I'd like to see in that regard, but I think it needs to be ramped up. I do think Guardian has a lot of potential, but it doesn't seem as polished, at this point, as Commander does.