Here are the TBW units I've thought of so far. Still thinking on a few more hybrids.
Basic units
Mage: Focuses medium to long range, direct damage and debuff spells. Weapon is a staff, bolt action, crystal ammo. Type of spell dictated by ammo used, can custom arrange crystals in magazine to combo different spell types. Slow movement speed.
Warlock: Melee and close combat specialized. Uses gauntlets/brass knuckles which load runes like bullets, releasing a spell or effect on impact. Cloak to negate/help protect from ranged attacks. High movement speed.
Druid: Support and area effect/denial specialized. Uses RPG style totem that fires small fetishes or other ritual objects. Spells focus mostly on healing or buffing allies, and either slowing or preventing enemy movement/ inflicting debuffs or tick damage. High health but limited direct damage options.
Wizard: Jack of all trades, but master of none. Able to fight at any range and has mild support capacities. Wields tablet carbine; resembles p90 with slot for magical tablet to be inserted like a magazine. Rapid fire magic bolts, tablets burn out and crumble to dust. Uses flask grenades for other abilities, shatter on impact and effect small area.
Cleric: Heavy weapons and demotions focused. Wields oversized ballistic mace; flanged grenade launcher tubes on the head while the shaft holds a miniature rocket launcher. All ammo is blessed and deals extra damage to unholy enemies. Attacks are slow but do splash damage and the Cleric is tough.
Advanced units
Archmage: Dedicated long range specialist, sniper. Focuses on dealing lots of damage to single targets from far away. Carries a Wandcaster, basically an oversized crossbow/ballista that fires magic wands/staffs like arrows. Slow movement speed, cannot move and attack in the same turn, must set their weapon up.
Enchanter: Dedicated close range specialist with no ranged attacks. Wields Staff pile bunkers on both arms, which forcibly drives sharpened staffs into targets and injects magic. Magic type can be changed by swapping out staffs. Staffs for both direct damage magic and powerful debuffs.
Shaman: Dedicated support and area denial specialist. Wields magic instruments that cause effects so long as they are being played. Spells each have a certain number of turns they are active, but if the shaman remains in place, playing the song, the spells can be kept going indefinitely. Only unit capable of resurrecting fallen units, though doing so is difficult.
Invoker: All rounder, able to use many skills and magics but nothing advanced or specialized. Wields crystal fed gatling gun; ammo belts can be switched out to invoke different effects. Large cones of fire, can focus on enemies or allies depending on effect. Wields gun as a hammer in close range.
Paladin: A living tank in heavy armor, with a reliquary great shield and recoilless rifle lance. Very slow but hits hard and focuses mostly on buffing units in their proximity while drawing attacks towards themselves. Can drop shield and go full DEUS VULT, increasing speed greatly but losing many of their support abilities in the process.
Hybrid units
Pyromancer: Hybrid of ranged damage and support, particularly area denial. Wields a contained demon, a hellspawn trapped in a container with a nozzle and sprayer to vent its wrath as a weapon. The type of demon can be swapped out to change broad properties of the weapon. Pyromancer wields personal flame magic as well and can burn away status effects or enrage allies to increase their damage.
Kinetomancer: Hybrid all range attack focused unit. Wields kinetic force manipulation gauntlets. Enhances the power of their blows and allows them to throw or punch debris as powerful ranged attacks. Can easily move into and out of combat and shield others with their abilities.
Demonologist: Melee support hybrid; able to summon allied units and use powerful AoE attacks. Wields a grimoire and constant stream of summoned demonic melee weapons. Rush tactics, overwhelming force with little defense, able to pull targets in towards them. Different summons have different properties, able to act as ranged, melee or support characters with various abilities.