I second the decision to add Blade Magic to melee characters. Merely clicking an enemy and watching big numbers fly up is not particularly satisfying anymore. Being able to use a variety of abilities x number of times per unit time (where unit time does not equal day) would make encounters more entertaining for the player because it requires more thought, as well as more input.
Now, for a break down on my favorite classes. One thing to note is that I am a WoW fan, and thus most of my thoughts are fueled by the intense PvP that is possible in WoW (and sadly absent in NWN2). Also, I am obsessed with epic levels; most of my input will address issues at high levels.
Barbarian: Clicking rage and watching your character receive an AC debuff because your gear already covers your strength and constitution needs is maddening. There are several epic abilities that would help alleviate this problem (Thundering, Intimidating Rage, etc…), but that still doesn't make them particularly fun to play. Some options I was thinking of would be to capitalize on what makes them different from fighters, namely DR, raging, and heavy hitting. To that end, I feel that abilities tied to rage (i.e. only usable during a rage) should be created (e.g. an ability that temporarily increases the barbarian's DR at the expense of speed while in a rage, or allow all of the barbarians attacks to have 10% knockdown chance while in a rage, or some such). I feel that adding abilities that are a part of the raging experience will help make the barbarian a more entertaining class, as well as differentiate your barbarian from your fighter or ranger.
Druid: Some special abilities while shifting would be cool. Honestly, I check your site everyday praying for the Druid PrCs to be released because they really fix a lot of the druid's playability problems. Being able to do many things makes druids fun to play already, and I never really felt bored playing one, though just like the barbarian, there could be some interesting abilities tied to shapeshifting (or using wildshape in general, but you've already got that covered).
Fighter: Blade Magic would go a long way to solving pretty much all of the problems I face when trying to have fun playing them. Some epic abilities should be conjured up though, just for shiggles.
Rogue: I love the way Rogues play in WoW. Though I doubt that system could be implemented, some of the concepts of a rogue are definitely a cool place to start. Rogues need more utility than just damage through sneak attack because 1) everyone and their cat will take half damage (or no damage if the rogue did not choose Epic Precision) due to itemization, and 2) rogues will never hit anyone because of their horrible BAB progression. Consequently, they are wholly reliant on HiPS in order to try to lower their opponent's dodge AC, provided said opponent doesn't just run away from the sloth-like rogue. It's ultimately a frustrating experience in my opinion. So, I think some cool abilities could be taken from WoW. Spring would be a cool thing to give Rogues as an instant-cast ability; would allow them to actually quickly approach an adversary like a deft ninja! Also, some abilities to handle characters that are immune to their sneak attack: an ability that dazes, stuns, lower other ability scores, sleep, lower saves, etc… These could be added as temporary buffs that can be activated during combat. In addition, would it be possible to add abilities that require you to be invisible (besides sneak attacking), once again to address Rogue utility?
Wizards/Sorcerers/Casters in general: They too suffer from the fire/click-and-forget syndrome. Some instant-abilities that can be used per unit time would allow for casters to really unload in a tough fight (not that any fight is particularly tough for a well prepared caster). One idea I had was a temporary buff that made all spells of 6th level or lower quickened for about 2 rounds (like Improved Alacrity from ToB).
That's all I have for the moment. Hope this dissertation is helpful (or read for that matter!).