Just on the "what could be slightly broken as a character build" question, here's one that caught my eye. Not so much a full build, just potentially annoying to have in a core rule-book.
Human Cleric of the Lightbringer. With arcane dabbler as a feat (mage hand, prestigigation for dabbler, lance of faith and cure minor wounds as cleric cantrips.)
Highish stats for a lvl 1 (even off the standard array), mage hand to ensure "light" interaction/item/adventure problems aren't yours, multiple use cantrip for the hell of it, cure minor wounds as a "you DON'T die now" skill for the party, and lance of faith for a 50' attack. Pick your spells, they're just gravy. Healy and assists or problem causes look to be top picks.
A 50 foot attack that does 2d6 radiant (not many things resist/immune to radiant, usually the opposite), reaction-fire to anything that even tries to hit you, a 2d6 for opportunity attacks and it scales at the same time, quite nicely, to keep it at about warrior level +melee damage. At which point you'll also have a proper spell repetoire to back it up with.
You could try a high elf if you don't want attribute spam (maybe picking Ray of Frost for your bonus cantrip, and maybe energy substitution instead of arcane dabbler if your DM tends to run resistant/immune/weakness style monsters), or try and go for a reach weapon for the extra opportunity attacks. At lvl 9 you can also get the spear/reach based thing that gives you op.attacks as they enter your reach.
It's not horribly OP, but it does stand out like dog's balls. I'd chuck on Thug as a background and go all inquisitional on them. Kick in door, intimidate, know that if they swing they get a face full of lance-o'-faith. Then another straight afterwards. Minor crimes or major death. Good times rewarded. Plus, unless you really want them to, no one has to die. Cure minor wounds, lance'o'faith, cure minor wounds, ask questions, lance'o'faith. Repeat