Okay, the Experimental Version is now in the vault. Expect more frequent updates here as when I want to fix something minor, I will probably upload it straight away.
Anyway, here are the changes in "Roguelike Experimental Changes"

Rare and Legendary cards are trades
Anything above Uncommon now costs you something. Rare cards touch a single domain: two stats rise, one of them gets nerfed instead, and which one changes every time. Legendary cards raise four stats sharply and nerf one.
Commander cards, unit drops, shields and regeneration stay purely positive. Common and Uncommon are unchanged.
The class system with 122 classes
(yes i know its a lot. I wanted to start with a large number and maybe remove some that just make no sense or are lame)
At 9:30 you pick one class, permanent for the rest of the game. Which ones you are offered is weighted by what you have already taken.
69 of them have a mechanic of their own rather than only moving numbers: extra cards of any rarity, banking a card to swap later, choosing which stat gets nerfed, coin-toss values, units that return after dying, commander auras, free veterancy. Ten of them are Archivists, each unlocking a private pool of 7 cards nobody else can be offered.
Can also be set to offer classes at 20 seconds instead, before you have taken anything.
Balance changes
- Commander cards 10% weaker, splash excluded
- Naval cards 10% weaker
- Regeneration much stronger: flat up by half, percentage up 15%
- Commander cards held back during the opening lockout
Other
Cards show what your class contributed as its own line, so you can see what it is worth on that specific card.
Please report anything broken or unbalanced to me in PM or here if you use this.