So, I did get to play this new version for a while today before it broke everyone's internet connections. It looks promising for the most part; the classes fill their unique roles fairly well, and I like the new boss ideas for the most part. (Turning Ra Thor into a duo seems a bit strange, but I haven't actually seen him yet, so I'll reserve judgment.)
That said, there are a couple things I noticed in the short time I got to play:
It's difficult for Supporters and Healers to tell exactly who needs their help the most in the heat of battle. Yes, people can scream "Medic!" if they need health, but let's face it: plenty of people are going to spam that call even when they don't really need healing just to be obnoxious, so it's not as reliable an indicator for the medic as it should be. And, of course, there's no way whatsoever for a Supporter to tell how many W Tanks or weapons his teammate has; giving stuff to the wrong teammate isn't as much of a waste for him as it is for the Healer, but it's still annoying that there's no way to make the judgment call for yourself.
Super Macho Man getting up to 5 lives seems excessive. Even assuming that his overall offensive power is lowered to compensate, it just causes the match to drag on and on and on (especially since you have to wait through the count every time he gets knocked down). I can understand that cutting down on the number of lives too much would make it difficult to balance the button-mashing recovery mechanic, but as he is now, I just feel that he slows the pace of the game too much.
Suggestions for Super Macho Man:
-Make Super Macho Man recover less health each time he gets up from a knockdown, just like in the actual games.
-Add a round mechanic (basically a timer) to strike a balance between making the button-mashing recovery a meaningful challenge and still allowing the survivors to defeat him early if they're aggressive enough. Super Macho Man would still be able to get up from as many as 4 or 5 knockdowns, but if he gets knocked down 3 times in a single round, he's automatically TKO'ed, with no chance to recover. You can decide whether or not you'd want to limit the number of rounds and force a winner to be chosen by decision if both sides are still standing at the end.
On an side note, I decided to actually read through the first post to see what information could be gleaned from it. About those Credits...
If I missed someone, please tell me so I add your name !
I know people may generally know me as "that guy who made Rebalanced Class Saxton Hale," but that's not actually a name.

But then, it's only a minor contribution anyway, I guess...