TLDR warriors and sorcs need a new identifying stats that plays into their identity that is easily balancable with the hunter ammo system
the hunters identity is a precision fighter and his attack pattern models it you can double finger 1 tower, 3 tap 3 towers, or hammer down one tower, or spread around the shots, there’s a lot of variety associated with their identity.
How about for warriors as their purpose is suppose to be the meaty beef cake thats suppose to just tank everything and plow though; maybe give that class a meter that as it attacks it builds up passive damage reduction that falls off in between islands, the percentage can be molded for balance, and it would give a specific attribute within the class you can easily control for general class balance.
Meanwhile give sorcerers a meter that as they attack, it builds up a free spell meter, tying into their identity as casters, while not paralyzing them if they have no rage, their slow attacks are at least still building towards something. The rate at which the meter builds off of the attacks can be easily controlled and balanced for cross class balance, and it gives sorcerers a unique trait that feeds into their identity
In this way each class would have a unique identifying trait, that is also easily tweaked to give balance between classes. Hunters you could change the recharge rate/max energy for their powerful precision shots. Warriors would get a bit of damage reduction to help tank and plow through an island(their damage still being low means theyre not supposed to clear an island, just plow over it, maybe maybe taking out a couple targets, and draining the enemy resources in the process(like super shots); and the value can easily be modified. While sorcerers would have a way of making an opening shot against islands even if their rage has taken a serious hit meaning they would no longer be sitting ducks waiting for rage to return; and again an easily controllable factor to balance the classes.