Oh I see, Meteor is to counter Ultrasaur, obviously.
It looks like you COULD make some fun decks with this set, but yea if aggro-aggro is still stronk, it'll be pointless as ever. Some neat ideas finally at least. Even though my first instinct is that the mage quest isn't that insane, I'm not sure there's ever actually been a case of a "take another turn" card in any CCG not turning out insane. It just seems like it eats too much of your turn, especially with Emperor 6 out of standard, but as already mentioned it'll probably rely more on board control and minions to win, or buying Freeze mage that extra turn they always need.
Warrior is hard to say, I don't see much archtype defining cards, just a whole lot of more-taunty, which is OK I guess, I enjoy taunt decks.
Rogue is impossible to predict, always seems to suck in everything except legend and tournaments but always seems important there. Expect that to hold true.
Priest I think will be a pretty solid midrange, but not stand out particularly.
Druid synergies look amusing but can't tell if it pans out, Jade Druid probably still the way to go, although there's multiple ways to build Jade now at least.
Hunter looks like you can try a few different decks, like you always can, but one will probably dominate and it probably won't be the fun one.
Paladin and Shaman, I can't really tell. Aside from cancer decks, Paladins usually have a pretty varied deck pool, similarly to shaman I feel like, so it depends how strong the cancer decks are.
Mage... no idea. Could be the new hotness, could be same old luck-based mage decks. And freeze always is there somewhere, lurking, waiting to be more than annoying.