On regular attacks, fighters do have more consistent damage output than rogues due to two things: a) Weapon Specialization and b) Confident Aim. They hit more often and their average damage is higher. Rogues are really offensive powerhouses but without shoring up their defenses they can go down quickly. Paladins can also spike damage a bit through Flames of Devotion and Sworn Enemy but yeah, overall they are support-oriented. That said, they do benefit from their own auras, which is nice. Barbarians are the best at dealing damage to groups at close range. Like D&D barbarians, it's hard to give them the Flanked condition so it's safer for them to take on multiple opponents. Their Carnage passive ability lets them progressively melee-AoE groups to death. And of course, they can Frenzy.
We still have a lot of tuning to do, but I genuinely enjoy playing all of the melee-oriented classes for different reasons. As a fighter, I miss the rogue's ability to spike someone really hard when I need to. As a rogue, I miss the fighter's ability to hold a line, self-heal, and actively avoid/passively absorb seemingly endless damage. As a barbarian, I miss the fighter's longevity and "stickiness" as well as the paladin's support abilities, etc.
When you play these characters, we want you to feel very happy with the abilities your class has, but we also think it's important for you to recognize that other classes have things to offer that your class lacks. It makes those other classes feel valuable in their own ways.
Thanks for the detailed answer.
From the other thread, but some interesting new stuff here. Bleak Walkers, ravaging battlefields, zealous devotion, ambiguous moral codes ... the paladin class is going to be all that and a bag of morning stars.
A Death Godlike Paladin keeps sounding better and better.