I'm not trying to be like these ragers, but I think there are some serious game balance issues that Blizzard will hopefully address. I expect that as real-life players become more aware of practical theorycrafting these problems will become more apparent.
These balance issues concern classes indirectly, but primarily they are item mod imbalances. The only real mods we look at here are armor, dodge, and resistances, because those are the ones tied to the key attributes, which are in turn tied to classes, leading to an indirect class imbalance. The reasons are below, but right now its: Dex overpowered, Int underpowered, Str in the middle.
1a) Currently "+ all resistances" is a very overpowered item mod. Providing 700-800 virtual, non-damaging Intelligence off a single affix greatly discourages Int-based characters. I think a good example solution would be to have every 4 or 5 points of Intelligence provide +1 to resist all, and then optionally adjust monster damage numbers carefully to reflect the new ratio (retroactively editing existing items would cause an uproar). This would turn that 70-80 res all item into 280-400 virtual intelligence item, which is closer to the power of the +Armor affix (virtual Strength) against actual Strength, a ratio I believe is well designed. Additionally, in the same way that Armor is available without getting affixes, it might make sense for some gear to have resistance modifiers by default, even without affixes; to prevent abuse and/or uproar, I'd imagine that we'd want to avoid an actual "all resistances" mod here and instead split things up by element.
1b) The maximum affix for a specific resistance (say, resistance to fire) should be MUCH higher than the maximum to resist all. Right now that isn't that case at all. The sub-resistance affixes deserve a buff.
2) Currently nothing competes with Dexterity affixes in terms of offering a dodge bonus. Since the other two mods have "virtual" sources that can be pursued by characters who do not want that stat for DPS purposes, this represents a monopoly on best stat and oversimplifies gear choices. I believe that a +dodge chance affix should be made available. While it's important to make it better than Dexterity from a pure defense standpoint (this means even Monks and Demon hunters might consider it, although value it much less highly), it's also important to not have it obsolete Dexterity (as res all does to Intelligence). Again, the +Armor affix provides a good example, so we'd want items to max out at +2% or +3%, depending on item type. We'd want to work in that Dexterity has diminishing returns when stacked with this, so, for example, a character with 10% dodge from gear and 100 Dexterity would apply all 100 points of that dexterity at the 10-20% rate of .025% per point (ending at 12.5% dodge), not the .1% rate (ending at 20% dodge).
Until then, as I say in my other thread, keep your Dex in the 1000 range and avoid Int-based classes unless you like to glass cannon.