Gunzerker (or Gunslinger/Cowboy/Etc.)
- This has always been a custom mod favorite, gets all-round bonuses at the cost of bonuses to just pistols, the lowest guns in the game.
- Could have some uber-expensive pistols or perk bonuses to give it special actions with said pistols (speedloaders for the .44 Magnums, or laser sight/flashlight attatchments for most pistols, a supersized exploding bullet pistol for it's T4, etc.)
Rest of these are speculative...
Engineer (or Trapper/Technician/Techie/Etc.)
- Works mainly with deployable technology, traps, and so on. Take the Pipe Bombs and expand on this idea tenfold, and ya got the ghists
- This may include turrets, though this would be T4 or so on in cost, would run out of ammo easily unless kept supplied by carryable ammo packs, and durability would be a issue unless monitored, not to mention short detection range for lower perk levels and probably a SMG sorta weapon, so low strength (nigh-useless against Scrakes, Fleshpounds and similar, essentially a portable Commando). Can be repaired with the Welder, but cannot be retrieved if destroyed.
- Other deployable ideas could be ammo catches, mines, tripwires (no pun intended), claymores, and other deployable one-shot goodies. Pipebombs could get transferred to the trapper as well. Also, these may not be entirely damage-worthy. The floodlights mod comes to mind- does no damage, but adds support in entirely new ways.
- As well as getting bonuses to the Welder, he'd also get the ability to carry more deployables (san turrets) over perk progression.
Experimental (or Scientist/Mad Doc/etc.)
- Experimental and cobbled together tech is his speciality!
- This guy could be used for some of the more 'out-there' tech we see in the game currently. Seeker Six, ZED Gun, Blower Trower? All stuff this guy could use.
- Could offer unique perk bonuses that augment his allies in strange, odd ways, like increased speed and jumping powers the lower health gets.
Cloaker (or Spy/Infiltrator/etc.)
- What else is there to say? He can hide and sneak around.
- More of a 'gimick' class, possibly the most far-fetched due to the hatred of kiting tactics.
- Possibly a SMG user, if non-medic SMGs come into play.
Heavy Weapons (or Heavy/Specialist/etc.)
- Master of heavy weapons. THIS is where LMGs would come into play.
- LAW and AMR would transfer to this class possibly?
- A one-gun class, who'd get perk bonuses specifically to get major buffs to one specific weapon or get generic survival bonuses per tier of perk skills.
- Other options include LMGs, mortar weapons, deployable HMGs, pretty much any form of RL 'heavy' weapon.