First of all, I would like to thank your team for the effort you have put into this project, you have done very well and it has grown quickly, that would have never been possible without your immense efforts. I would also like to take a moment to praise your general attitudes toward balance and the state of the game. I noticed that one of your lead devs plays a Swordmaster, I found that funny.

To business. You guys have said not to speak of anything that would use your time and efforts without any impactful gains, so I am only going to mention things that I think will truly put the game on pace, speaking as a person who played this game for 4 years during live. Disclaimer: what I am saying is an opinion, albeit hopefully grounded well in a foundation of fact, feel free to add your own thoughts as a community.
1: Scenario parties and general bug issues with unit frames. In a scenario, at times, you cannot join a party and sometimes your unit frame bugs out to show you as dead or maybe you are actually showing the health of someone else in a party. For less experienced healers, this is almost crippling; for others, it's annoying and costing a death for no real reason. Fixing this would make the game more playable and enjoyable, as I'm sure you know.
2: The "M" key bugging out. I personally hate when I can't view the map, as I use this to constantly gauge enemy position and to help solicit strategy. Without it, I feel naked and blind. Sometimes /reload fixes, sometimes relogging fixes it. However, a lot of the time, neither fixes it.
3: Sorcerer/Bright Wizard output. This has been one of the most hotly debated topics in Warhammer since day 1 so I'm going to try to keep this in direct context. In the lower tiers, it can be incredibly gruesome. At level 8 with Fiery Blast and Shattered Shadows, they can bomb an entire team for 400, 500, even the rare 600. It is almost impossible to deal with this as healers and if you don't have an easy way to deal with the mages when they start spamming, you will lose the battle of attrition in 10 seconds or less. This is further compounded with the Boiling Blood and Word of Pain tactics. I have had Boiling Blood consistently hit me in the 1500 to 1600 range in the 22-26 tier, with 1000 being around average in the 12-21 tier. At this level, it is very hard to get any amount of corp resist, especially with the BiS 26 gear, it has very little. And I believe the typical Bombardier spec Engi at 26 has a 255 corp debuff, which leaves you at 0. I fear this issue may be worse in tier 3 when the mages are very likely to be running the corp and spirit debuff tactics in their 3rd tactic slot, though I do not remember how the resists look on the gear at that point. It is not very hard for a Sorc/BW to burst in the 4k range inside of a single global cooldown, which is very, very difficult to survive for most people.
A lot of scenarios I play in and general RvR, the winner tends to be the side that hits the critical mass of Sorc/Bright Wizard. On the opposite end of the spectrum, when we have games without Bright Wizard or Sorc, or when they run a bomb spec, they're actually pretty fun and engaging scenarios. If even 2 Sorc/Bright Wizard are focusing a single target, that person is about to have a very bad day. Even worse, in the quite common situation in which that target already has a few Curses/Hexes/Ailments on them, trying to cleanse a mage rotation to save their life becomes daunting, even for 2 dedicated healers.
I think that including gear with a more reasonable offering of resists at this level (30% to everything) would be good and would avoid having to change the classes at all until you have decided if and how you want to balance them.
Food for thought, thanks for your time.