The Brute is pretty cool, but having a poor Will save on an archetype that requires the save in order to not attack your allies was a terrible design choice. Especially with a relatively high DC of 20 plus your Vigilante level.
The Gunslinger archetype isn't even as good as the actual Gunslinger is. Sidenote, the Maverick archetype for Gunslinger introduced in the same book ain't bad.
The one with the animal companion is just funny, since your pet has a secret identity, too. Your animal cannot benefit from the quick-change abilities, either.
The Cabalist is alright, for a blood-mage-type character, though I would just merge it and the Warlock, since they share a handful of abilities and a spell-list/casting stat. Just choose whether you'd want the bleed damage or the rather terrible Mystic Bolts. The playtest had much better scaling, with you getting 1d6 plus your level, rather than 1d6 plus one-fifth your level.
The Magical Child archetype is very meh. Good concept, but the Summoner spell list isn't great. I'd choose any other 0-6 caster than the Summoner. Though the familiar's ability to shift between different Improved Familiars is really neat. The DM said that Magical Children should get Sorcerer spellcasting abilities, and do in his games, since he really wants to play one. And I am surprised to be able to say that the Magical Girl trope has already been done in Pathfinder before, in the
Chosen One Paladin archetype. I find that hilarious.
Wildsoul is a cool concept that allows you to impersonate some memorable superheroes, but the abilities just come online too late for the arachnid and the ursine. Poor Bear-man, always ignored.
And Zealot's a sort of Paladin/Inquisitor, without as many alignment restrictions. I haven't any complaints about it.