Complete Champion:
Fist of the Forest: [spoiler]Nothing too new or interesting; primal living is a great setback.
Neither up nor down a tier, maybe up one in the right circumstances. About the only thing this has over the similar monk is a faster unarmed progression, Full BAB, and d10 hd. It loses will save. If the AC bonus stacks with that of say, the monk, it's cool, but still not a significant bump in power[/spoiler]
Forest Reeve: [spoiler]In a low magic setting, earth's defender is cool. Otherwise, not really. If you have any sort of magical weaponry, it's next to useless- a +3 weapon at level 10? Not too impressive.
Fast movement is nifty but not too big.
Nature's Rejuvenation is cool in flavor, but it isn't that great. The rest of the abilities, save whispers of the forest, are kinda ehhhh. Whispers of the forest is useful, but 1/day is kinda lame.
The chasis is not that great, either- it gains little compared to the ranger.
It's probably +0, at best. It doesn't make your life any worse, but it doesn't do anything too cool or interesting. Does not progress ranger/druid casting.[/spoiler]
Holt Warden: [spoiler]Full casting, so at least somewhat useful. Seems to be a transformative class- probably good with cleric entry. Plant domain is useful but not astounding. Earth's Communion is great for out of combat healing at the level it comes (as early as lvl. 8!) but doesn't really change the game too much.
Whispers of the Forest is cool, if only for the insight ability.
Web of Life is AWESOME. In short.
So, I'd say up 1 tier in general. With cleric entry, up as much as 2 tiers.[/spoiler]
Mythic Exemplar: [spoiler]Class is very modular, so could be useful. Can be as much as 8/10 casting with Imdastri or Ktolemange as patron. Otherwise is 5/10, which is crap unless you don't care about casting anyway (full BAB class) but then you're taking a hit to BAB with the class's 3/4 BAB.
Seems like best path is probably Imdastri, for the capstone- even then, at MOST MOST MOST +1 tier. Luck, Protection and Strength are great domains, but probably not worth 2 levels of casting. You could do better, but you could do a lot worse. For a cleric entry, which seems the most logical, you're gaining the one thing you don't have- class abilities.
Would be more solidly up one tier if it gave Full BAB on some of the paths.[/spoiler]
Ordained Champion:
[spoiler]Well spoken of for gish clerics, and for good reason. Bonus domain, Combat Feats, and Continued advancement all make Ordained Champion mesh well with a cleric entry. Modified Spontaneous Casting is bump in power- spontaneous curing is kinda lame. Harming is a mixed bag.
Diehard is cool but taking endurance sucks, so getting it for free is cool but not incredible.
Smite is useful because it's not limited by alignment. The charisma synergy is kinda crap cause of MAD, but still useful.
Channel Spell is AWESOME. Like, hands down AMAZING. I cannot praise this ability enough.
Divine Bulwark is nice because DR is useful in combat no matter what and you have swift actions all the time.
Fist of the Gods is nice, once again, swift action economy plus combat usefulness.
Rapid Spontaneous Casting. HERE IT IS. This is great. Now, instead of having to Persistify Divine Power, you can instead pop one off as a Swift action in the first round of combat. This is an AMAZING ability. The war domain is useful in general, and this pumps its usefulness.
Holy Warrior is interesting, but not so useful. It is not bad, and certainly has uses, but is mostly eclipsed by Intuitave Strike. This is useful, however, in that it applies to all weapons. Useful if your Wis is higher, which it almost certainly is. In fact, With four turning uses (you don't need them so much for persistent effects with the Rapid Spontaneous) you can do it for the standard 4 encounters/day.
War Caster is Gravy. +2 CL is nice but not game changing.
For a Gish cleric, which the class deliberately caters to, the Ordained is AMAZING. It is easily up one tier, and probably up two- for a cleric. If you enter as a paladin, it's still useful, but not as much. Archivists will LOVe it, as well. The Chasis is good, with full BAB, d8, and the two good saves being the important ones. The only thing it doesn't really have is skill points, but a Cloistered Cleric entry fixes that.[/spoiler]
Paragnostic Apostle
[spoiler]Lore is a Bardic Knowledge Clone, and is useful, but mostly a roleplay device. Holy Texts is nice for cleric entry, but would be much better if it granted Turning if you didn't already have it. Knowledge is Power is the cornerstone of the class; depending on the ones you select, you could be great or awful. None of them are particularly useful or gamebreaking, but they are neat perks. Mind over Matter is great for any wizard; there's a plethora of summoning abilities that would be nice for a Malconvoker.
In general, up .5 tier. Maybe up one, maybe neither up nor down.
[/spoiler]
Paragnostic Intitate:
[spoiler]The combat focused counterpart of the Paragnostic Apostle. Their abilities are focused on assiting casters. On initial glance, the Chasis is pretty impressive- full BAB, two good saves (F and R), 6+ skills per level with a decent list, and d8 hd.
The Tactical Combat abilities are the mainstay of the class; most of them are useful but not greatly so. Perhaps the most useful is Mystical Augmentation, if the domain is chosen carefully. They aren't that valuable, in the end.
The Assist Casting abilities are useful, but in many ways require difficult circumstances- Distraction will reasonably almost never be used, and is moderately valuable when it is. Target is useful if one of your casters loves damage spells to death, which is not really a great thing.
Penetration is a very minor bonus; the once per round limitation keeps it from being highly useful. Tactical Combat's usefulness is shaky, at best.
The Paragnostic Initiate is neither up nor down a tier.[/spoiler]
Sanctified One:
[spoiler]Another modular PRC; entry reqs indicate that it's intended for a character with good combat skills, yet it only has three quarter BAB. Three good saves, otoh, is pretty great, and d8 HD is average. The paths themselves aren't that great- they give you choice of abilities. The spellcasting progression seems misplaced, too. A cleric could enter, but would lose two levels of casting for some etcetera abilities; the class is said to not be intended for paladins and none of the dieties the class caters to are LG, so no go. The class is a slight improvement for a melee type, and a loss for a caster. So, with Cleric entry, -1, any other +0.
[/spoiler]
Shadowspy:
[spoiler]Little schizophrenic. Has skillmoney requirements with casting requirements; necessitates multiclassing.
Only advances casting 1/2 of time, three quarter BAB, d6 hd, but good reflex and wll saves. The abilities primarily emulate spells that you would've gotten anyway if you didn't multiclass for it; I'd say unless there's some optimized entry, you're looking at -1 to even -2. It simply doesn't fulfill any role to well, nor does it do anything too new or interesting.
[/spoiler]
Shadowstriker:
[spoiler]Bit better than shadowspy. Full BAB, two good saves, easy entry requirements. Badge of Office is a roleplay and poorly defined ability; it's 100% setting dependent. Luminous Weapon is nice, but increases MAD. D'oh! Smite Evil is useful but not too groundbreaking. Sun's Blessing can only be used 1/day unless you have another source of smite/turn/spontaneous casting, and unless you're specifically using it for the Daylight effect, it's pretty much suck. Surge of Piety is much the same, and only works on Undead. In the right campaigns this is useful, but in general, the shadowstriker is +0 tiers.[/spoiler]
Squire of Legend:[spoiler] Entry Requirements are very broad; you can enter from almost anything, really.
As fro the class abilities, the chassis is relatively poor- one good save, your choice, three quarter BAB (but it comes out to only one point lost as the class is 3 levels).
Squire's Burden is the mainstay of the class's power; as such, it is your primary combat ability. However, it's none too special; the various paths are relatively balanced against one another, but do not grant a lot of power. Reikhardt's least ability is actually quite useful- burning standard actions for someone else to take one seems like a bad joke, but a fighter, for instance, is less useful attacking or even full attacking than the wizard or cleric is casting another spell. However, as the abilities are usable once per day, they don't come up that often.
All in all, the squire of legend is useful but not incredibly so. I'd say it's between +0 and +1 in terms of power; it does little unique or extensively useful. The note about using leadership to acquire a Squire of Legend is largely developer wanking- it isn't any more overpowering than a warblade or other similar T3 class of the same level. A white raven warblade does the whole thing better, for example.[/spoiler]