>>96398798
Paladins have been rebalanced in general. They lost their adventurer-tier feat for +4 attack on smites and can no longer pick up cleric at-will spells, but can now determine AC using the middle of Constitution, Wisdom, and Charisma modifiers. Meanwhile, rogues, barbarians, and fighters have all been given considerable upgrades. Battle Drill is not what it used to be, but all fighters are melee fighters, and pushed towards more of a defender role ("hit me specifically, or my accuracy goes up"). I am uncertain as to whether or not rogues, barbarians, and fighters can keep up with paladins and rangers, now, but I am grateful for the writers' commitment to trying to make it work.
These are just a few examples of the "balance patching." I like it a lot. It shows that the writers earnestly care about improving their game.
I highly recommend taking a look at 13th Age 2e when it comes out, and I think it is definitely worth a purchase. There are still facets that I think are lacking (e.g. there are still no subsystems for complex, multi-step noncombat challenges), and I still do not agree with many of the monster design decisions, but the fact that the writers are actually willing to refine their game impresses me so much.
On the whole, I am very satisfied by how 13th Age 2e turned out, and I am thankful that the writers actually rectified many of the balance issues I pointed out. (Or maybe they did not listen to me, specifically, and what I was pointing out was simply being pointed out by many other playtesters as well. Either way, it is the same end result: the final game is more balanced.)