From what I get Wisdom is just designed like to be a class that can fit in combination anywhere. A lot of those cards can be seen in different 2 or 3 aspects decks, a lot are staples maybe too much

. So I understand why a ramp card like NH is like that. Sasha I think missing a ramp by one lvl is actually huge and I think a lot of people/players would agree if the card is changed like you suggest. I think maybe it won't even be used. To my experience and from what I've seen obviously (and as you said) you want to ramp at start/early game if possible (was gonna type not vs aggro as well, but that seems to not bother a lot of people sadly...). So you naturally look for that and you usually end up using at least 2 NH maybe 3. Often you might not even use the last one or 2 of them. If the card gets changed the way you suggest it becomes almost meaningless (at least 4 copies) to use it (?), but more peopel should comment. The bigger problem with ramp is (if it is a big problem) is you do get a lot of freedom if you manage to do so freely or you just drop a few Silencer - due to fast ramp - while your opponent had some shit on board or nothing at all

. So naturally aggro "should" punish that. I don't fully agree that a faster ramp should be a definitive win as well it should give advantage, although you are right that it is a bit too much in Spellweaver.
While I am at it, I think in general the game really give benefits to a lot of aggro and specific control ones (yeah ramp + silencers with some variations with second aspect). Midrange is mostly build around Timeas some Diogens (not so much) and again wisdom, they aim to make/buff minions or have a multiple usable creatures/spells to handle early and late game monster decks. There many variations of those decks but they seem to do or aim at the same playstyle. Maybe a decey deck here and there that is also considered mid-rangey. Look the "new" Harbinger decks, they aim to kill you really fast or put you in situation where you are not interacting directly with the enemy. I don't judge it or trying to call op/broken etc. it's only natural for people to look the best/fastest/efficiant way to kill you. Though I feel we come to those results as well due to how the current state of the metagame is. I do honestly think (I think I've said it) that a few changes to some of the (same

) aggro and the control decks will bring new flow to what is played (maybe it will be even fresh for a while

). There is also a lot of cards that are not used, a lot of 1 hp creatures literally suffer to the way how many decks work with a lot of removal and just doesn't feel justified to even bother with them.
As I see people posting some suggestions I maybe should've made notes for some cards as well

. Gonna go by heart/memory and feel(s). Maybe some will be too controversial

.
Tactician. Gut the card

, make it 3/1, soldiers in general time to change this broken shit devs, way to fucking resilient even when you fucking play a deck full of different removal spells...

. Maybe even consider the hero power itself. I am not sold on the shrine that lets you bump with might emblems every turn.
Tombs - people might get salty here, but make it spawn 2/1's isntead of 2/2's. I know it was changed once, but you still get the relentless pressure and even if you mange to contain it, it still is very strong vs a lot of aspects. Maybe I am reaching too much as I myself am a bit on the fence with this idea, but I think it would be good in the end. A lot of 1 hp creatures can trade if you chose, obviously some spells will get a massive value (haunt trading with 2/1 yammy

), but you still have to have in mind that if you do not strictly remove Tombs it just keeps getting value/pressure.
The Chiken - this one is really subjective and I admit it is personal feeling more than anything. It just buggs me (to this day) that you can bump face with 2 of those for 8 damage costing 4 mana

. So I guess it's more of a question if devs thought instead of getting damage some of the aspects gave hp? Would that actually be a buff or nerf if changed? I am just really not a fan of a switf creature/s that can deal more than 3 damage to face. I know its multipaspect and that should be drawback, but you know that card trigon...
Fia - just remembered about her. Make her at least 2/2... I know she was different, and I am far from wanting another strong creature that can fit into rage rush, but she is laughable right now. The legendary slogan on top of her beeing a rare is more of joke than anything else, seriously

(side note about her scream, if able, tweak/change it pls, maybe I want to much

).
Silencer - should be on top

, just do something with this bullshit

.
Guess thats what come to mind without the list of all cards in front of me.
As for the Fuzz suggestions, I don't think Javelineers needs buff or change. He have place it trials or drafts, obviously not much elsewhere because it is 1 speed. Then again if he was 2 speed, man he can make some nasty good trades with range and 3 attack.
Skyrider 3/2 makes me shiver in fear

at the thought of swifted one, but overall no idea (2/3 maybe?). I can live with him beeing a bad card.
Edit:
I totally forgot about Priests thats a midrange deck for sure. On that matter I feel Hermi hero power can be really devastating with the artifact angels, I'd say too strong if stars alight. While I write about this I just can't help but mention Burkh

, poor soul. I have some suggestions about him as well. Maybe in next post.