I use all of my plugins, and like them all, even the ones in development.
Me and Sic are open to suggestions that are both feasible and that will likely be something that can be used to improve general content gameplay as well as trying to add some random features along the way.
While we do have plugins that are considered complete, it's always possible that there is room for improvements to them, and we do constantly add features to all of the plugins that fit for all classes to have them.
There are a few things that stand out as positives for the CWTN plugins as a whole, and aren't class restricted.
Class windows - The windows have become a feature of the CWTN Plugins that a lot of people have really anchored to and voiced that they enjoy about the plugins.
Simplicity - The effort required to get started involves loading the plugin and changing your mode to one that suites your situation. But still has various things that can be added to allow minimal customization, suck as the Addclicky option for various types of clickies. There is no INI setup every time you upgrade an ability, we detect tome/spell scroll usage and update the spell lineups automatically.
Missing spells/abilities - I don't know of anything else currently that informs you when you're missing things you should have. All the CWTN plugins can output what you're missing that the plugin would use if you had it.
Support - For live servers we try to make corrections to errors in the code as soon as the error is identified, and if within reason try to push that out as soon as possible to limit the amount of time a user is inconvenienced.
PullArc - The PullArc for CWTN plugins is visible on the ingame map with layer 3 visible. The PullArc can be used for all pull modes, including hunter.
Circles - The circles for camp, pullradius, and pullability range are all shown on the map. The camp and pullradius circles are stationary, so they don't move when you do.
Target Locking - CWTN Plugins don't lock you to a specific target unless you have SwitchWithMA turned on. So once combat starts you can always click on another mob to begin attacking it instead of your current target. If you clear your target in assist mode, or turn off attack however it will check to see if there is a target it can assist the MA with and regain that as a target.
Breaking invis - CWTN Plugins are specifically designed not to break invis unless you have a camp set. So traveling with the plugins active will reduce the likely hood that you break invis. Note: MQ2Cleric
won't heal people if they are invis and do not have a camp set. You'll want a
Cost - If broken down to monthly cost, it's $1.67 ($20 / 12 rounded up 1 cent) per month per plugin. So a full group using 6 plugins is $10.00 ($120 / 12) a month. This would be assuming you were using one plugin for each character in the group and no two characters were the same class. If you're using what's available now you could get a Tank, a Healer, and 3 of the same class DPS for $5 (20 x 3 / 12) a month. Of course, there are more ideal group makeup's available. So let's look at SK/Clr/Enc/Bst/Zerk/Zerk once Enchanter is available that'd set you back $8.33 (20 x 5 / 12) a month.
There are some things that may make it so you'd prefer to use something else.
Customization - There is pretty limited customization options when it comes to a lot of things. Combat routines can't be adjusted with the exception of some of the various "Toggles" available per class. Other than that, the order things are used, and in what situations they are used are hard coded. It's possible for what you want that you need another option to be made available to you, such as KA.
No - Sometimes I say no to adding things. When I originally created MQ2BerZerker
(The first plugin in the series) I didn't foresee the plugins getting near the amount of options they have now. Sometimes I don't agree about a potential feature request and may say no to adding one requested. To some degree it's because I either feel that it's not necessary because you can achieve the result you're requesting through another method. Other times I feel it would cause more confusion than it would a benefit. This isn't always the case, there have been times I've said no to feature request, and later decided to add a feature due to popular demand. If you can articulate the need for a feature and it's reasonable to do so I'll get them added to the todo list. I still have 9 classes to go however, so keep in mind that it takes away from development time to add more features and new stuff adding to existing plugins can take time.
Money - It does cost money, and because of that, it tends to be the last option considered for some people. The cost may concern users when there are freely available macros that have a reasonable list of options available. This is one of the reasons I've decided to make it available on the test server. This gives users complete access to all of my plugins available on live to test to their hearts content, or use forever for free if they choose test as their home.
has conflicting behavior with the CWTN Plugins. This applies to sticking and what abilities to use in what order. Those two conflicts were the bane of support threads early on and ultimately I felt it was necessary to simply prevent the plugin from being used while a CWTN plugin was active on a class for that plugin. So holy/down won't operate.
Campfire - It's on my todo list. But currently the plugin won't use Fellowship registration insignia to return to a campfire on a death.
Out of group - Characters won't assist out of group, with the exception that the cleric will heal from out of group using XTarget healing (can be toggled on and off). There is a raid mode however, that will assist the RaidAssist.
While I see that you've already made a purchase, I feel this thread might be useful for others considering it.