Champion has clearly absorbed the Guardian spec based on the description. That could also mean that Templar has absorbed elements of Spirit Warrior and Reaver has absorbed elements of Berserker, which all had their similarities to begin with. I am wondering if we're going to see more of the classic spec abilities melded into the 3 specs. Knight Enchanter being AW/BtM, Rift Mage being more FM/K (Solas is an elf, after all), Necromancer picking up where the Walking Dead spirit spell and shapeshifter utility left off in DA:O.
Lack of Spirit Healer to me suggests that they're trying to avoid pushing the player into one spec or companion, which makes me also think that spec may not be tied to combat role. All three Warrior specs could (in theory) be perfectly competent tanks, with Reaver being particularly good at smaller and more numerous opponents, Champion being your general protection knight, and Templar being the mage-killer.
Then again, they may go with split for offense/defense/utility split, leaving core roles within the class but effectively pushing players away from it due to balance of abilities. Champion would be the most defensive, Templar would be a mix (more utility-focused), and Reaver would focus on damage. Mage has what seems to be a defensive Knight Enchanter and a nuker Rift Mage, with a Necromancer as your utility role. Alternatively, Knight Enchanter could end up in the middle, with Necromancer being the defensive choice using HP tank corpse fodder to prevent damage to your own. Artificer seems pretty defensive in nature, laying traps and distracting opponents, and assassin is necessarily offensive, so Tempest could be your middle ground. However, Tempest might also be your defensive duelist, with Artificer as a utility role. Need more info on Tempest and Necro, I think.
So, feedback:
1) I am pleased with the return of mage-warrior hybrid. Hopefully not so overpowered this time around.
2) Return of Animate Dead line from Origins as a spec is pretty cool, but it's also raises some serious questions about balance along with Artificer. The Animate Dead line contained Death Syphon as well as Animate Dead, both of which have the potential to trivialize the grind-down-the-party design proposed in previous gameplay videos. Dead bodies mean you don't need healing poultices, and if there's mana recovery to go with it, then you can bring a Necromancer and never need. Similarly with Artificer, traps which cost resources to use aren't likely to be popular (why effectively guarantee resource drain?), but they prevent damage to your characters. If they don't require materials, they could act similarly to Necromancer and prolong your battlefield time considerably.
3) Templar/Reaver dichotomy is a bit obvious, but the Champion spec feels too vanilla as a point of comparison. I hope Templar and Reaver are pretty exotic to balance out the functional-but-dull Champion.
4) Rogues with traps is nice and all, but unless Tempest shows up with some great affinity for the wind and elvish trickery, rogues are getting comparatively grounded lore and function compared to the others. Templars abuse lyrium to become faux-mages, ultimately becoming addled addicts as a result. Reavers call upon the power of blood like blood mages. Mages are mages, et cetera, et cetera. Rogues are just kinda Average Joes who stab people and lay traps. Not that it's ineffective, but it just seems to me that at least one rogue spec should be at least a bit novel. Maybe Tempest fits the bill -- wait and see, I guess.
5) Artificer focusing on traps is dangerous. They had better have the ability to throw those traps and not need resources to use them, or the mere hassle of using the spec is going to crush it in a hurry.