This is probably hard to judge without knowing what I work on.
Thinking about throwing out the subclasses of the beastmaster and the druid. The first can tame creatures categorized as beasts, the latter can turn into some categories of monsters. Both have a limit based on their Charisma-like stat, so they need to sidegrade themselves a bit. It's a class-subclass heavy system that also aims to give a lot of freedom to develop characters mechanically.
The issue? I don't know. Don't really know what issues I'm having. The druids shapeshafting could be trimmed down a bit. It's a magical effect and thus enemy spellcasters can banish it. It gives some freedom via allowing the druid to change the attack type to an element. Instead of just turning into a wolf, you can turn into a thunder wolf and cause thunder damage with lightning claws. Which I think is awesome. And this game is supposed to be about allowing powerfantasies.
Balance could be an issue, but I also think balance is a spook. And there are ways to counter these (from the GMs perspective). The beast of the beastmaster acts with the character, the beastmaster needs to spend a combat action to give it new commands.
I think it's just the impression from other games and how anons talk about these archetypes, and how these abilities tend to be lame, a hassle or sometimes overpowered. My instincts don't like them being in the game, my intellect doesn't see the issue until playtesting shows some issues.