Shaman - Fun changes. I never played one, but it's good to see shaman being able to do something other than zen archery or watch its elementals all day. I'm all for anything that increases interactivity for classes.
Cleric Domains - Always been a big fan of the domain adjustment. Cleric magic is supposed to vary wildly between deities after all, so it's good to see Arelith moving in that direction making clerics feel more thematic.
Hexblade - Numbers adjustments. The only thing I always worry about with hexblade is if they get balanced around accursed chains - that armor is super difficult to make with the paladin chain requirement and various required components. Probably only available to factions and serious grinders.
Ranged Kiting - True mastery of the bow being the ability to shoot arrows out of your butt while running away was kind of silly so good change, I think. Probably need to do something to buff low level ranged chars in PvE with the change.
Monk - I don't know if there's any way to properly balance monks according to 3e. I think I'd do something for monk speed involving sprint myself rather than having always on movement speed. Maybe look to pathfinder's unchained monk at some point. As is they just sit on the border between too strong and too weak. Either punching someone for 2 damage then getting knocked over and killed or chasing down and obliterating undergeared people.
Pale master - Not 100% sure it's needed these days since melee PM is kind of on the outs, but I'm glad it didn't destroy casters. PM and enchanter are the only wizard niches left vs sorc.
Warlock - Undying nerf kind of destroys the pact IMO. Seriously, just stick a fork in it, it's done. Everything else works better as a dex blast pact now, and I don't see any reason to take cha undying over cha fey when fey has far, far better spells. There's just zero synergy in Undying's spells for a cha build. Sure, they have DCs, but their effects are not worth the time spent casting. Sure you can heal your 3 pets, but fey can dominate a couple pets and summon a third and you're sitting at 3 pets you can heal AND you can heal party members and yourself. Meanwhile Undying is sitting there using obviously evil magic to heal obviously evil summons while using what are frankly quite terrible pact spells. The pact's lack of useful abilities was counterbalanced by easy access to fast vampire pets. Now that they don't have those, the pact needs something, because 3 minute cloudkill, 3 minute negative energy burst, and a bunch of DC spells that don't end combat aren't too great on a class that can blast.
Maybe make energy drain have no save for part of its effect or let undying heal itself with negative energy. As it is, though, you're better off shooting positive energy so you can heal yourself and your team while having actual useful pact spells.
Aasimar changes - Now I can't RP as the ugliest 6 cha aasimar in Faerun

Heal Pot changes - Glad there's something stopping people from bursting their bladders guzzling heal potions, though I'm concerned it might be an unintentional? nerf to casters. Most of them have to keep at lower sobriety in order to rest often for restoring spells. Now this means they can only drink one or two heal pots before hitting drunk compared to non-casters, who will be able to drink 3-4 times that number before getting drunk. Not sure if it's a problem or not, but something to note.
Turn Undead - This one's been a long time coming. I couldn't have imagined playing a vampire before.
Divine Shield - It's good to see it has actual value again. With the halved duration there was just no reason to use it.
Sunlight/Sunburst - Sounds like Abyssal, Night Hag, and Infernal warlocks will become popular in the Underdark. I think I'd only make it function at half duration on a save when on the surface and leave it as a save effect in the Underdark. It makes sense to me that Drow should have advantage in the Underdark while surfacers would have advantage on the surface. This makes it seem to me that surfacers have the advantage in both areas, which doesn't make much sense to me intuitively.
Planar Conduit - Good to see the ranged weapons go. It was a fun idea but it just didn't work out.