Yeah, I just pine for the thief because its removal speaks to what they're not planning. For the longest time I've wanted chests and locked doors, things that actually require thieving.
Unfortunately Crawl is ultimately a combat roguelike, so the whole "just be an assassin and drop the blowgun" pretty much describes the depth of the current vision. That's not a dig at them, but, removing stuff because you can't/won't create the content to back it up makes me sad. If some race/class combination are more challenging than others, leave them in and let the players choose.
With a few added things that don't 100% revolve around combat, there would be more places for classes like a thief (or more interesting archaeologists and tinkerers, ect....)
Also, yeah, the Death Knight removal hurt more than the Thief. That's a combo I dearly wish I could play now. I can see why they did it, since the combination was pretty much OP to teh max. I dunno. I'm just never very happy when content that isn't broken still gets removed.
Playing a Vampire Necromancer of Kittiqutiouthtinashsdfasdl;asdjkfaskl;df (sp?) atm. Really enjoying it, but man, I can't seem to keep an abomination around me for more than one level. Everything is going fine, and then I hit one super monster or another and it just shreds them. Ran into Stone Giant Skeleton that plowed through TWO Abominations AND a Dragon zombie!
I also can't seem to keep my favor high enough, consistently, to get the god's blessing at his altar. By the time I walk my happy ass back to the Temple, I've already lost his favor through piety decay. Kind of annoying.
They really need to find a way to make the game interesting and viable for non-caster, non-worshipers. So many parts of this game that are fun completely revolve around non-mundane things. Is there any long running character that doesn't turn into a hybrid fighter/caster by some point?