On Paladin: Starter wand of inspect is too much. I'll consider the combined paladin form (godfather + ?oInspect) as its perks would be mostly exclusive based on your alignment. Third party could probably use both parts, but that's fine.
On Assassin: Perhaps some flavor of untrackability? As stated, it's a warrior but better in every way.
On Artificer: Too similar to bard on first revision. The combining items is an interesting idea: I'll have to run some numbers on that.
On Illusionist: /oRoleblock sounds awfully strong. I'll think about it, but I'm not sold.
On Shapeshifter: /oShapeshift is going in- great idea. I'm not sure about the class, since it's nearly scum-exclusive in utility. (It's more scum-focused than Priest is town-focused, though I agree Priest strongly favors town.)
It's a frame artist that doubles as a remote-trigger Godfather. "Hey scumbuddy- you were scummy as hell yesterday and everyone suspects you. Let me cover you and have you inspect Town." I'd have resolve miller/antimiller stacking rules- they'd probably cancel out at a 1-1 ratio, so if you were Millered and Antimillered, you'd inspect as your actual alignment.
On Merchant: I'll check some numbers. Would it be better as a day action? I'm thinking yes.
On Archeologist: Again, I'll play with the numbers, but I'm not totally sold on the concept.
The Paladin one was a balance so that BOTH mafia and scum could use it. The Mafia could even use it to find third parties.
My idea for the Artificer was that combining useless items into something better would be something that could help late game. If you live long enough, you'll have about 4 or so items and they'll probably be useless. But, if you get a rare later game, then it'd be a lot more useful. Though, remember, this works only if there is no item sharing. You might want to add a percentage for this to fail. Something that keeps it on track with the Merchant's ability.
Now I'm going to have to argue for the Illusionists. Illusionists are Town or Mafia Roleblockers (Or Third Party, too.) Town Roleblockers are a LOT WORSE than Town Doctors, since a Doctor may protect a player and keep them alive, while a Town Roleblocker has the high chance to block Town action at the expense of possibly blocking Mafia action. Mafia Roleblockers are therefore more powerful, and it's a nice counter to the Priests and Paladins as well as Warriors. It also gives a reason to choose Ranger, which is a lot less useful as a class than it should be. Perhaps Rangers COULD use the 50% chance to bypass blocks if there was a class that had roleblocking to begin with.
I agree with Shapeshift if there was also a scroll and staff version. There could definitely be less useful items.
On Merchant, yes. Or, if it was just a once-per-day ability. I think a boost in the chance to get something of equal value would be nice, but if it's once per day, it might not even need it. It'd be nice, since you could always do something with those useless items without wasting an action. It'd also make sense gamewise, as the Merchant could call a nearby Merchant to barter with (which is obviously how he gets his new item, and if he fails the common one, the other merchant doesn't want it, so he throws it away.)
As for Archeologist, that's fine. I felt like someone should have the ability to grab rarer items at the cost of no items to start with. The increases are pretty small for the most part. The only big change is, ironically, the double chance to get Artifacts. 2% is MUCH better than 1%, I won't lie. Now, 11% is not that much better than 9% and 28% is certainly very similar to 25%, so I don't even mind that. So, keep in mind that over an infinite amount of time, the Archeologist will find twice as many artifacts. However, they will start with nothing, except MAYBE a common. That means anything they find will be their only Night action. They're severely limited in this respect. A Priest at least has the option to protect someone. The Archeologist is hoping that they won't get stuck with crap. It's more of a gamble with Archeologist.