Poor bro, single dev and all these suggestions. So let me add some more. I'd offer help, but I know its your personal project.
Wizard suggestions :
Something funky is happening with the wizard's Meteor. It can hit in the center of a clump of mobs and just hit like 2 out of 4 of them, for example. Doing the math, Im not even sure where the hard limit of 5 is coming from in comparison to the damage that some other classes put out. I feel like its the ultimate for the wizard class and at ~39% more dmg DD than the single target dd fireball, and a piddly dot - its not very powerful. So the limit on it, the cast time, and the delayed hit of 3-4 seconds after the cast, it just falls flat. I imagine the buggy part is coming from the hard capped limit in some kind of way. The cast time and the delay is a little too much and is unnecessary for no real reason. 5 second cast, with a 4 second delay in the spell landing? Oof The extra kick in the balls is the 45 second cool down. So almost a minute per single cast with the delays.
I also suggest adding little bits of utility to each spell, similar to what the ice spells have. Fire spells should have a dot like the meteor has. Arcane spell should debuff to weaken to elements (decrease resistances), and electric spells should do a pulsing paralysis. Im not sure what you pulled your inspiration from on the Wizard but his CD's are relatively short with low damage, so it doesnt really remind me of the Wizard from EQ at all. More of a diablo sorcerer or something. In your future talent tree, I would like to see something similar to "If fire dot is on target, causes 1.5 stun." So you could open with Mirror Images for the spell buff, cast arcane missiles for the resist debuff, fire bolt for the dot, meteor for the stun and to spread the dot, with a finish of Fireball to stun all the mobs that meteor spread the dot too. The big spells are on such long cool downs and the burn lasts so short that you could only do a BLAMO every 45+9 cast/delay seconds, anyways.
Point being, I think Wizard is relatively weak and directionless. Changes like that could add a lot of utility and reason for picking the Wizard over some classes.
Shadowknight suggestion : (I really like how the SK plays and would only change one thing.)
Crescent Cleave is one useless ass follow up to Astral Blade. You could delete Crescent Cleave, add its damage to Astral Blade and no one would bat an eye. Couple suggestions - Add a bleed to crescent cleave so its actually worth using regardless of the clumping, and allow bleeds to stack. Or, give Crescent Blade a debuff that allows your life tap spells to hit harder (which I really like the idea of). Just some sort of utility / reason to actually use it other than a must press button hurr durr filler.
Also, something is funky with the GCD and some spell cool downs on the Shadowknight. I have no idea if I can cast a spell off GCD, or if I have to wait for the GCD. Im going to try another class later today and see if this is just specific to shadowknight or not.
Really wish I could help you with class balance. >.>