Alright, v1.26 is up and running. I haven't actually touched it for a long time, but I figured that cp_clocktower is 99% playable (barring medusa head and healthkit placements which require testing) and that I couldn't think of anything pertinent to add, so I might as well release it.
I will edit this post with more thoughts on the future updates, mostly involving changes for the existing classes. I find that posting about my thoughts help crystallize impending features.
edit:
Adam Jensen:
I'm thinking of ditching the object invisibility stealth mode, aka the 'shades on mode' when you press 2. My original plan was that it would be analogous to how stealth gameplay was like in DX:HR, but there were some problems with it. First, the control method is really bad. Honestly, I added this feature as an excuse to use the the shades on HUD image, lol. Pressing 2/3 is quite awkward in the middle of combat. Second, it is somewhat redundant when his regular cloak performs much more fluidly in conjunction with pistoling or using Typhoon.
One of the alternative abilities I have thought of instead is an energy bar dependent sprint on Space. This would be much easier to access, and would make him a bigger threat overall. But then this would undermine his stealthy gameplay. So in addition to this, I would add some sort of arm stabby attack out of cloak. It gives him a better incentive to approach while cloaked at longer distances, and not rely on having >5 bars for a close range Typhoon.
I also noticed that nobody other than myself actually use the Icarus Drop attack (hold down while mid-air). I'll probably increase the overall range of it, or make a secondary shockwave that expands outward upon landing.
Yuna:
I want each summon to play a distinct role, so people don't just pigeonhole the class into always using the best or easiest to play ones. Valefor will be closest to a runner, using mobility to harass enemies. Ixion is going to be a more mid-ranged control oriented summon (you'll understand once you try his Aerospark in this build). Shiva will probably be the most versatile in terms of overall sprite size, HP, damage output, and speed. Ifrit and Bahamut will be the power hitters, with obvious horizontal mobility disadvantages. In most cases, you'll probably pick Ifrit of the two due to his smaller sprite size.
Kid:
I'm thinking of possibly giving him one more weapon that he can switch to. There are so many cool weapons in Bastion that I would like to represent (calamity cannon?). Right now his role puts makes him strong at long-ranges and melee ranges, with a notable mid-range weakness. He's like a much slower Dante with better damage on his ranged attack.
Ash Williams:
His current concept is still incomplete. I don't remember if I ever posted about this, but he's still going to get a vehicle ability (similar to Vein bike, or Viking longboat). It's going to be the Deathcoaster, which is a car with a giant rotating blade on the front. He will obviously need to build meter to activate it. It would probably have some armor on it similar to Mojo's mech. I'm still contemplating if it will have a traditional WASD movement scheme, or a press a button to accelerate one. I think the latter would be more fun and unique.
Snare:
Is gravity flip bite too cheap? On some maps it's a really low risk-high reward strategy. I like the idea of it, but maybe it just needs a damage nerf, so Snare has to still hit you with at least 1 waffle to kill.
Rebel:
As I have mentioned before, I want to replace the shoryuken attack with something. The Demi spell that the Red Mage has now was originally supposed to be a Rebel ability lolol. I think a cool idea would be an arcing projectile that explodes into a net (similar to Testament in guilty gear, or Trish in mvc3). It wouldn't necessarily be easy to use, because of the arc trajectory and the timed detonation. Enemies caught in the net would get stuck in it for like a second or two, but are not stunned. Gives him some zoning and team support.
Viking:
I'm probably going to add in different directional Techno Strikes. This seems like a good enough pseudo-buff that would make gameplay more interesting.
K-Z:
Needs a buff somewhere (to balance out Red team buffs), because her pistol and rifle are lacking heavily compared to other comparable classes (Jensen, Rosie, Dante). I don't know what direction she wants to take with this class, but I can think of a ton of ideas to improve offensive and defensive support if not an overtly power related buff.
One idea I have is that each of her primaries would have a special ability. Pistol ability would be ricochet bullet that deals increased damage the further it travels. Gives her some "skill-indexed" (lol that fucking term) ability that helps deal with some long range problems. Rifle ability would be a hitscan shot that deals some damage and 'marks the enemy', making them take additional damage, aka decreased defense. The drawback with this is that there is a delay from when you press the button to when it shoots, and the hitscan line will be visible right before it fires. However, it wouldn't be affected by friendly bodies. Since it only shows the line right before it fires, you can bait people into jumping into it when they react to seeing you in your aiming animation.
Bo Jackson:

The developer noted that this class remains underpowered and expressed a desire to add more unique mechanics. One proposed idea is a mechanic where the Stiff Arm attack could hit obstacles and bounce the character backward, potentially allowing for a wall-jump maneuver by aiming at a wall.