My thoughts on the ACG classes(from a power rankings perspective):
1)Slayer: In my opinion, the strongest of them all, if a little boring. I would never recommend a rogue in favor of this and it wouldn't surprise me if the mechanics of this class eventually appear as a revamp in 2.0(studying targets are more reflected as a casing a target instead). Why would you go with a rogue, or even a ranger, if you were trying to do anything other than destroy an enemy. A definite first pick if Obsidian's new Pathfinder license favors individual characters over groups. Its still VERY powerful regardless, can do massive damage, and serve as the party's trap finder.
2)Arcanist: Ah, Sorcerer vs. Wizard. Yet, in the hands of an arcanist, you get to memorize spells each day, cast spontaneously among what you choose, and can choose quick study for extra utility. Even if you aren't 100% focused on taking 20 levels in Arcanist, there's a lot that you can use in transferring over to a prestige class(like Eldritch Knight). Archetype's make it even more amazing...
3)Hunter: A surprise pick to most here. This is an all-star in low point buy(especially at level 8). Teamwork feats contribute into making the hunter a juggernaut. If you choose an archetype that doesn't give you this, Divine Hunter may be worth a look(in contrast to what 99% of people think). Eagle domain looks pretty good to me as a newbie friendly ranged flying archer assailant. When flying, its almost like you have 3 animal focuses(and they are powerful). Allows for a composite longbow with a massive strength applied to it.
4) Bloodrager: This receives the reward for being flavorful and fun. It doesn't try to be overpowered and blends blasting spells with melee damage(more versatile than anything). Its a great way for new players to get exposed to being able to do both and a refreshing way for an experienced player to do both without being overpowered.
5) Investigator: So, we've got alchemist extracts coupled with a rogue. Plus, we have abilities that feel almost as bardic in nature. If you are clever, this one is a lot more than the sum of its parts. I can feel like a detective too?
6)Warpriest: Another 3/4 caster...if there's mythic rules, the damage dice and potential stat attribution cry for mythic vital strike. Its also good for low magic and low resource campaigns. Could do a lot worse than resembling a cleric.
7) Skald: A very good concept, and perhaps a lot better than its execution. Including party buffs and the ability to exclude those to those it doesn't benefit. Debuffs to enemies can be devastating too, and many devastating rage powers and feats benefit the skald and allies.
8) Swashbuckler: Give it a slight edge over shaman for the fact that you can create an agile fighter in the spirit of a gun slinger. The potential of using dex to attack and damage with something other than a scimitar is amazing too.
9)Shaman: Much better than my ranking, if not for the fact that class mechanics are very confusing as phrased. It does allow some flexibility however. There is some MAD involved, as a number of abilities try to get you to use all 3 mental stats. You could easily get a more diverse selection of spells that toppling spell applies to(or at least there's where my mind is going lol) Could easily justify being 3 slots higher if not for being confusing.
10) Brawler: This isn't really bad. If combat maneuvers are what you are after, this may be all right. Though, you could just be a fighter and spec your feats very carefully and you could come very close.