Unfortunately I feel like you've missed a lot of the magic of Tour of Heroes. In that game, the classes felt different... mind you, they weren't actually that different... but they *felt* different. Each had a unique unlock method. A lot of them were reliant on just going to a place and doing a thing, but there were also unique ones like completing a very slow action. They all also had a unique perk that affected their gameplay outside of just aptitude rates.
Add to that each class having a unique sprite, and they at least "felt" different even if they were mostly identical.
Here... well, you've got an array of classes but they're all unlocked by doing a zone. They don't have unique perks, nor pieces of art to help me feel a connection to them. The multipliers are also similar enough that no class really feels different -- if I weren't actively looking for it I probably wouldn't even notice whether I were a rogue or archer of the same level.
I also think the decision to replace slowdown with success percent is a poor one. There's no action log, and the bar moves so quickly I can barely read what I'm actually doing and what the chances are. The actions don't especially make sense, either. Why is picking a fruit "fishing"? Why is throwing darts "cooking"? The constant quickly shifting blue behind the words makes it difficult to read, as well. In ToH, I was intensely aware of each action and how bad I was with it by how slow that dang bar would move. Here I feel like every action is identical, and can barely parse any actually useful or entertaining information as to what I'm "doing".
Edit: Also having your skills rearrange themselves based on what is highest is needlessly confusing. Just keep each in one spot.