Originally Posted by
Skulltaker
You can make everything a class, really. It's much more difficult with Tinkers, though, for two reasons mostly: Hunters and Engineers.
The vast majority of 'Tinker' class abilities are already in use. It's not like with the Demon Hunter who cannibalized the Meta from the Warlock for one ability. As Teriz has pointed out, 'Robo Goblin' ( a Mech-Suit tank/DD) is the only distinctive thing engineers cannot do. Everything else, from turrets, to mines, to healing tools, is already in the game. Not up to date, but still there.
Hunters already use explosive shots, missiles, bombs and traps of varying shape and form.
Engineers can build turrets, rifles, explosives, explosive robots, mech-suits, tinkers, components and so on. A decent chunk of what Tinkers do, lorewise, is engineering. Very few things Tinkers do is exclusive to Gnomes and Goblins, who seem to have cornered the term Tinker. The Lightforged have a combat mechsuit aswell. You can buy it from them. Some would go as far to say their tech is even superior to Gnomes and Goblins. Same for Draenai.
So, if we started planning a Tinker class, what abilities would they use? Not down to specific names. You'd probably use ranged weapons and, for lack of a better term, gizmos of varying degree - mines, turrets, rockets, bombs. But shooting stuff with rockets and guns and luring them into traps, or mines, is basically what a hunter already does.
You'd cannibalize or duplicate a lot of abilities from hunters and engineers.