I think Z-mech, All-Star, Corn, Chomper, and Super Brainz, need buffs. I also would like to add that Nightcap needs more of a rework than a buff, and All-Star needs nerfs and buffs in different areas.
Nightcap is my least favorite class in the game, besides Imp probably. I don't like playing against her, and I dont like playing as her. Nightcap's playstyle usually consists of Sniping and running away. For being a "stealth" character, she and Spore Strike are way too loud. She has no actual assassination mechanic, so getting close to an enemy is a good way to get killed. Parkour is annoying and shouldn't be on a stealth character that also has Shadow Sneak and shouldn't be getting caught in the first place; it makes her too evasive. Shadow Dome is also annoying and is just a better Gravity grenade. She shouldn't be able to snipe and an assassination mechanic would help her do more damage up close.
Now on to the buffing:
Chomper and Super Brainz, as Brawlers, are way too slow and still have hit registration problems. When their hits actually register, its great! They don't seem to do too much damage.
The Brawlers walking speed is so slow that it's hard to move from one target to the next even when they are both close to you. Sometimes you have to repeatedly switch between sprinting and walking/melee, which can be a little uncomfortable, buts that's probably a problem with sprinting transitions. Even then, a smart player will just run away, and Sprinting nerfs make sprinting for Brawlers unreliable. Their walking speed is so pathetically slow, that even getting noticed by an enemy in close range can be a losing matchup for the Brawler.
Against a competent team that checks their flanks, Brawlers are almost unusable. Also, SnapDragon and NIghtcap are better than these 2 in a lot of ways. SnapDragon and Nightcap are pretty much hardcounters to SuperBrainz.
Super Brainz shield is weird to me, but it's a nice "band-aid" solution for Super Brainz's slow walking speed (which is more like a giant wound).
Super Brainz: I think Super Brainz is alright in terms or his primary and abilites. My only complaint besides his slow speed is having 150 HP. I don't think having a sheild justifies him having less than 175HP, but my main issue is his slowness.
Chomper: @Iron_Guard8 To add to the Spikeweed ideas, which I really like.
Burrow is terrible. Digestion takes too long so getting a kill with burrow is almost never worth it, and good luck getting a kill with Burrow because all the enemy has to do is sprint away while bunny hopping and they will avoid it entirely. In my experience, Mastication (which decreases digestion time) isn't really worth it unless I pair it with Hotrod, but this build is more for fun, I don't think its a good build. Burrow currently is only good for running away safely, and scaring zombies away.
I would fix Burrow's problems by not allowing Bunny hopping while Sprinting, and to compensate I would get rid of Sprinting nerfs and possibly lowering Burrow's movement speed. I would also decrease Digestion Time.
Grody Goop also feels inconsistent because it does not apply Toxic damage reliably. This means that you have to hit a zombie almost directly under their feet with Grody Goop's projectile to apply Toxic damage, otherwise they can get slowed by Grody Goop but can also escape and avoid Toxic damage entirely.
Chomper vs. Engineer: I'm beginning to think that Engineer counters Chomper too hard. Engineer can already deny areas for Chomper with Bullhorn Swarm, and can sprint in any direction which is great against Chomper/SuperBrainz, Engi can't get burrowed while Sprinting, and he can stun Chomper with Bullhorns Swarm's initial blast, whether Chomper is using Burrow or not. As a indirect buff to Chomper, I would change Engineer so at least Bullhorn Swarm does not stun Chomper with the initial blast while still being able to knock Chomper out of Burrow, and Burrow should be able to work on Engineer while Sprinting. I was thinking that Bullhorn Swarm shouldn't stop Burrow at all, but that may be too much...
Corn: Not terrible, but ever since Shogun Guard came out, I found Cob Busters to be more underwhelming. I still feel like Cob Busters needs a tiny bit more damage.
All-Star: Does too much damage at long range and not enough up close. Adding Fall-off damage would fix this. Also his Rev-up mechanic should be treated as a balance problem. All-Star begins firing too fast, and the Spin-up upgrade is just bad for balancing. All of his abilites are pretty mediocre. Without High Fuse upgrade, Imp Punt does nothing most of the time, Dummy Shield has been nerfed to a more personal shield than a team's shield, and Tackle just isn't as good or as unique as Citron's Spin Dash.
Z-mech: Absolutely pathetic. The only reliable ability is the Self Destruct LOL. All of Z-mech's tools have problems. The Primary does pathetically low damage, Z-mech doesn't have armor anymore so it can never make a push without dying in under 5 seconds, I think Bionic Bash may have Hit Registration issues, and Missile Madness (which is the only other reason you would use Z-mech) is almost completely nullified by Sunflowers Healing, and relies heavily on direct hits. The only nerf I'd give to Z-mech is the Self-Destruct, because of it's huge area of effect.
In fact, Imp and Z-mech's damage in general is nullified by Sunflower Healing. Another reason why Fall-off needs to be in the game.