I'm sure everyones had 1,000's of ideas for new races and classes and whatnot, but heres my two cents...
New Race: Aviak (not really new, just playable now, the bird race)
Reason you would pick Aviak vs. other races:
lvl 1: Fly - Increased movement speed (10%+5*first digit in level) so level 30 would be +25% movement speed. Doesn't stack with SoW/Selo's. Does stack with Run Speed 5 (OUTDOOR ONLY)
lvl 26: Peck- Like an innate kick or dragon-punch-style ability. Gets better the higher you level in that sense.
And for the new class...
Class: Dragoon
Races: Human, Barbarian, Half-Elf, Froglok, Iksar, Drakkin, Aviak (my idea from above)
The Dragoons are basically town guards who have lost their town. Not able to cast any spells but, able to wear plate armor, rivals a Warrior in AC/HP. Damage is slower as they specialize in a fairly uncommon weapon skill.... Starts with a 2HPiercing weapon and receives a +10 skill cap end game on 2HPiercing (an excuse for soe to make good 2HPiercing weapons more common). This class would be able to rival a Warrior as the main tank. No dual-wield, gets a variety of warrior discs (but not all of them). To go with the 2HPiercing, they would also use throwing, spears/javelins whatever you want to call them. No bow use.
Class-Specific Skills:
Armor Pierce- Like a front side backstab, lowers AC also (to help keep agro, if the dragoon weren't MT, the lack of mashing taunt would prevent him/her from stealing agro) slower reuse time than backstab. And since their overall attack delay is slower, no worries on out parsing rogue DPS.
Minor Mend- Like a Monk's Mend/Paladin's Lay Hands only less powerful. Max heal would be up to 90% of health not able to be used on anyone else but the Dragoon.
Class-Specific Discs:
1) lvl 51 Group Mend: one-shot at complete healing the whole group, must be within a close distance to the dragoon for it to stick
reuse time: 1hour 45min
2) lvl 59: Guard: (in the style of the weapon shield disc) Shield the group from all incoming damage from the targeted mob (includes AE crap and spells) for 30 seconds
reuse time: 45min
3) lvl 61: Reach: ability to attack the mob from further away, outside of the mobs melee range for 2 minutes. This would force agro on the Dragoon, most useful when the mob is rooted.
reuse time: 1hour 30min
4) lvl 64: Impale: instant kill any even-con or lower (non-raid encounter) mob below 50% health and/or instant kill any grey mob (non-raid encounter) for 1:45 (this would take some strategy to get the full effect, also useful for clearing a path to a certain part of a zone)
reuse time: 1hour 30min
Overall, the Dragoon would be a Warrior with slower DPS, no heal other than the group disc and self-heal. It would have to be balanced more than I have probably thought, but I did try to keep my ideas within reason.