After two days, here's what I think:
Smg needs to be nerfed with its range. I think its doing the AR's job now which it shouldn't be. Damage could stay the same.
Prophet's Bane is a very powerful weapon but I think that it is only useful for stealth. This is because you can only kill so many (often times just 1) before someone is alerted that you have the blade. In order to get multiple kills with it, it should be used sparingly and only if opponents are few and within range, not expecting you. Otherwise you end up getting one kill and essentially giving the other team the sword (I know because I've done it plenty). I say keep the Prophet's Bane the way it is.
Battle Rifle seems to be quite fast but I noticed that I missed a lot of the final 4th shot. I always hit the first three shots on head but end up missing the last one to the head and I always pay for it. Its quite frustrating. Nonetheless, it seems to be fine where it is at, a 4 shot rifle.
Assault Rifle is finally useful now with zoom but it gets frustrating losing to an AR when using BR or DMR. It seems fine the way it is, if not maybe a slight nerf to the damage.
I don't really use DMR so I'm gonna skip that.
Pistol is the hardest for me to use. No complaints here though. Just suck at it cause I tend to rapid fire and it recoils a lot.
Sniper Rifle doesn't seem like a power weapon. It feels semi-power weapon mainly because everyone ignores grabbing it on Empire and because I found it difficult to get headshots considering the new mobility options given to all players.
I think clamber is quite useful despite taking away crouch jumping but it also allows other combinations of jumps to work, such as thruster pack, use stabilizers, and clamber onto the ledge. It works fine.
Thruster Pack is the most useful tool with strafes, getting to cover, and outmanuevering opponents. However, I'd say it needs to go slightly further in distance overall. Sometimes I got killed either because my thrust didn't get me far enough or I'd thrust sideways into cover only to be told by the game that I died. It could use a slight tweak to boost distance.
I don't really use stabilizers much but they can stay for the extra peek shot. Especially if you have a sniper.
Groud Pound seems to be quite difficult to pull off. And even when you hit someone, you still have to finish them off when they have a clear shot of you while in mid-air and after you land. I think it could stay.
Spartan charge barely works and I hate it how we can't just run up to someone and melee. It's quite easy to counter as many have insta-kill me in the back with a melee after I attempt to use spartan charge. I would rather have the option to melee instead of spartan charge.
Smart link seems to be an upgrade to the older zoom model that traditional Halo multiplayer lacks. It allows all weapons to either zoom or have an alternate fire mode. This is fine as long as descope is in, it makes sense.
Slide isn't used often for me but when I do, it is helpful to be in a lower position and become a harder target. The tradeoff is just having to be at full speed. Keep it the same.
Sprint. One of the most debated topics around Halo. I think sprint balances fine now that shields are linked to sprinting. Escaping a battle is no longer an option now. Most often times I've tried this and it almost always ends up killing me in the end anyways. But for me, sometimes it can't be helped to run away knowing that there is the whole opposing team approaching me and I realize I can't win. As I mentioned before in sprint threads, sprint is now a tactical decision. Its not only sprinting or running away now, its whether I should sprint or take my time? I think that sprint should be kept the way it is now. No tweaks needed here.
EDIT: Overall, I like the game based on the beta so far. Although it is quite difficult to beat other teams at times and the game does involve competitive skill. Some players just know how to work well together. Unfortunately I don't get that too often being a random.