The Warlock already got great flexibility in decks due to their Hero Power. I also agree they didn't get too much, but it doesn't really doom any of their current decks. The most interesting card of theirs might be Dark Bargain because there is no single card removal that actually removes 2 enemy minions (Twisting Nether and Deathwing aside). If the meta does slow down, I think that card has a place.
If anything, Rogues got seriously shafted. I don't think they got enough support for a Control archetype despite Anub'Arak. Cutpurse might be their most impactful minion, but it has to stay alive a turn. It's going to be Oil Rogue and Pirate Rogue, but it's hard to say if Pirate Rogue will be any good otherwise, it's just more of the same. Rogues are not very exciting at all.
High impact cards are most definitely there and it's unfortunate not every class got them.
Shaman: Mistcaller, Healing Wave, Ancestral Knowledge
Druid: Mulch, Darnassus Aspirant and Living Roots (1 mana choose). And Aviana.
Hunter: Acidclaw+Dreadscale, King's Elekk (2 drop with Joust draw) Powershot, and Ram Wrangler for their control archetype, much more exciting than any Rogue control.
I think only the above 3 classes truly got really exciting cards. The rest:
Paladin: Mysterious Challenger (6/6 with secrets), Seal of Champions (their version of Velen's Chosen). And a bunch of weird psuedo removal.
Priest: Holy Champion (solid 4 drop at last), Wyrmrest Agent (2/5 taunt if running Dragon Priest) to pair with Twilight Guardian.
Mage: Effigy. Not so much other things, but possibly Coldarra Drake and Fallen Hero.
Warriors got relative crap with the exception of Varian.
If Warlock, Rogue and Warrior get any deck types, it'll probably have to come from the unique neutrals for TGT.
Cut: Looks like my opinions are more or less mirrored with Suikama's.
Warlocks got
nothing. The best card they got this expansion is... uh... Frost Giant? Which is a completely optional card.
Rouge's not shafted. Buccaneer is good enough to run outside of Pirate Rouge. Beneath the Grounds is an
awesome card in mill. Shado-Pan
should find it's way into Oil as a 7HP body; and might even revive Tempo. Burgle is a 2 for 1 carddraw; which should never be under-estimated.
My opinions on each class; including usable Neutrals:
Druid:
Firstly; I was wrong about Astral Commune; apparently you only get the Excess Mana if you play it at 10; not always. This means the best standalone cards they got were Mulch [Which plugs Druid's only weakness and mill Druid can work around the downside] and Living Roots. Aviana is good but only in specific situations. It's not as niche as Fizzlebang. Blizzard are REALLY pushing Beast Druid now, to the point it might actually be a thing. Question is if Knight of the Wild reduces it's cost when you summon 'Druid of the X' which is summoned as a non-beast but then transforms into one.
It is worth noting Druids only got 1 class card which interacts with hero powers at all. I also don't really see many Neutrals making the cut in Druid; but Druid class cards are so good anyway in general. The only card Druid is getting that probobly won't see play is Wildwalker.
Hunter:
The only card in the entire set geared towards Face Hunter is Brave Hunter. Which is garbage. But as I said earlier; it seems Blizzard really;
really want to kill Face Hunter [Which is one half of the stranglehold on deckbuilding atm; the other being Patron which I'll talk about later]. Every single other card in Hunter's set is heavily pushing a control hunter; either being higher-cost cards, or defensive in nature. Hell; Hunters might actually be one of the best anti-aggro decks out there now between Explosive Trap and Powershot. King's Elekk is also pretty nice in midrange/contrfol Hunters; provided the meta doesn't slow down so much midrange only wins on a highmane pull.
Again, I do not see much for Hunters in the neutral department. Justicar Trueheart is the worst value in Hunter. Control Hunters might run one of Sideshow Spelleater to trade their hero powers for something better. Maybe.
Mage:
I find the Mage cards the most interesting. The only one which stands out as potentially powerful on it's own right is Effigy. However, most of the cards have niche uses. Even Flame Lance can be run to conserve Fireballs for face damage. Also honestly I'd rather see Arcane Blast cost 2 but be able to go face. But I guess a 12 damage nuke for 2 mana from Malygos is a thing that Blizzard are scared of, even if Malygos would have to survive a turn. Not liking how Rhonin is basically useless unless you have Antonidas. Boar is a finisher in Face Mage; and is probobly the single best aggro card revealed. [IT'S ALWAYS HUFFER]. Everything else will see play in gimmicky decks, and due to mage having a lot of hero power class cards this is where you might see a full-on inspire deck.
Paladin:
No Paladin card is bad [Except maybe Argent Lance; even Murloc Knight isn't bad], but no Paladin card except Tuskkar Jouster really stands out either. Enter the Colosseum would be bad on any class except one with such a heavy focus on Divine Shield; allowing their champion to trade with the enemy one for free. Mysterious Challenger is a decent body with a mild upside. Warhorse Trainer would be awesome if it cost 4 mana; had a bigger body because of MFB.
Also; in the neutrals; pretty significant Dragon Pally buffs.
Preist:
I'm hyped. I'm so hyped. Not a single card here is unplayable, and literally every Priest archetype except Randuin got something cool [And Randuin got the Legendary at least

]. Aggressive Priests have Flash Heal which they can Alchenai into Burst; Spawn of Shadows; and Refeshment Vendor [Alchenai is 4 damage to each hero]. Combo Priests got Confuse. Generic Priests got literally every card in the set. Holy Champion might be one of the set's top cards; especially with Refreshment Vendor healing both heros thus giving her +4. Even Dragon Priests got toys.
And yes; I'm hyped for Refreshment Vendor in Priest.
Rouge:
Nowhere near as shafted as most people are claiming. Yes their legendary sucks. So does Poisoned Blade. None of the other cards are outright bad, and Beneath the Grounds [Mill]; Shado-Pan [Tempo/Oil] and Buccaneer [Any] should easily find deckslots. Burgle; Cutpurse and Undercity are also all certainly playable.
Shaman:
We knew Blizzard were gonna buff Shamans. They buffed Shamans. They did get 2 pieces of complete garbage [Totemcarver and Elemental Destruction which is a Flamestrike which you pay 1 more for in total and nukes your own board too] but everything else ranges from borderline broken [Healing Wave; Mistcaller; Totem Golem] to powerful; with the possible exception of Charged Hammer; which is certainly playable. Also; Shamans tend to press the button quite a lot; and Justicar Trtueheart gives them an effective x4 hero power boost; by far the best.
Warlock:
Every card here is garbage, and they got nothing from neutrals. Truely shafted.
Warrior:
Firstly; with the exactly 0 ways to deal with Patron added into the game, and the fact that Blizzard actually does nerf low-interaction decks [Freeze Mage; Miracle Rouge] and OTK decks [Giant Warrior; Miracle Rouge], I consider a Patron Nerf either with the release of TGT or shortly afterwards when Blizzard sees it's still stupid as
inevitable at this point. Especially since Sea Reaver is a potential Patron Buff; and Sparring Partner can help stem off the Warrior getting rushed.
Varien and Sparring Partner are easily the best cards here. Bolster is not garbage because Sparring exists. Everything else is average at best.
I think the winners of TGT were Priest; Shaman and Druid. The loser was certainly Warlock.