Okay, Dear Dev/GD that is responsible for PDD balancing,
Here are some serious suggestions and throughs:
Today and in the last weeks in generell, I did a lot of testing with different scout classes focus was on the classes that i also have suggestions for.
As a Short Info why many of this classes need Buffs and love:
Scout/Rogue is currently the strongest Scout available, and even this Scout Combination with perfect setup and max gear, card system etc is getting ripped to peaces from mage classes with worse gear and overall stats.
As for Scout/Druid it deals around 70-80% dmg of a Scout/Rogue rn
As for Scout/Champion it deals around 90% dmg of a Scout/Rogue rn
AS for Scout/Warrior it deals around 60-80% dmg of a Scout/Rogue (only saw one situation where it was pretty strong in FA )
As for Scout/Warden it deals around 55% dmg of a Scout/Rogue rn
As for Scout/Knight it deals around 55% dmg of a Scout/Rogue rn
As for Scout/Bard i dont even want to compare dmg i would get very sad xd
S/P = Support
S/WL = Magical
S/M = non existend for physical
Scout/Druid
Scout/Rogue
Scout/Warden
Scout/Knight
Scout/Bard
The other physical scouts i will check out later but i would like to first give some feedback to those that i played the most 
I also collected some feedback from other Scouts and what they think about the different classes and playstyle rn.
Scout/Rogue
S/R is pretty good in terms of AoE and Single Target dmg, altho it is now outperformed by mages....., it still is one of the strongest physical classes rn.
I would not change sth but the aoe nerf even tho it wasnt a big nerf was completly unneccessary at the current state of balancing. If this nerf would have come before the Mage balancing it would have been fine but now well.....
Scout/Druid
S/D well what should i say to explain it e.e
In the current meta S/D has 3 Problems.
Problem with Snake Posion Arrow AOE:
The idea of making snake poison a AoE Attack Skill was nice but in recent content the Radius of the AoE is to small.
If all Monsters from a Pull are standing together it can still deal good dmg but as soon as they scather from fears,knockbacks or simply if you have a tank that cant pull all monsters together to one spot it just is pretty RIP for this class.
Problem with Bossburst:
Also in current state of the game many bosses are bursted very fastly therefore the Single target DMG of this class rn is completly skipping applying poison to boss monsters since it just takes to long to apply it to use cursebringer.
Problem with Patk Buff:
Another thing is the very big increase in PATK that is now needed inside new instances hurts S/D because of this Skill []
since it gives patk based on the amount of DMG you have, but using DMG rolls inside grafu or new content rn leads into no having enough patk since the patk from the skill is not able to keep up with patk rolls at all 
My Suggestion:
Increase radius of SnakePoisonArrow AoE to at least 90
Take away the requirement of applying SnakePoisonArrow to use Cursebringer
Change the Buff of this Skill to 20-25% patk. or increase the Flat patk value.
Scout/Warden
To say it in simple words Scout/Warden cant keep up with other Scouts let alone can only dream of reaching the dmg of a mage.
This class is laking PATK by a lot what makes it useless in higher content and even if it comes to content like FA or sth else it isnt strong there.... As Tarsq already mentioned many Aoe skills from S/W would need to be adjusted or you would need to add a skill that adds around 30% patk at least.
Proly there are many ways of fixing this class tho.
My Suggestion:
Give S/W the possibility of equiping 3 weapons at the same time ( would lead into a ~ 25% patk buff from beeing able to use two daggers )
Increase the Range DMG of Battle instinkt to at least 15% from 5.4%
Reduce CD of Gryphon Bash to 4s from 8s
and let Thorn Arrow hit all enemys or at least 6-8 from instead of 2
Also since this class deals meh dmg at boss burst because it casts Snipe 3x i would suggest to increase the dmg of Snipe further to keep this mechanic since it actually is pretty cool.
Scout/Knight
The overall playstyle of this class and the idea behind it is pretty cool altho i dont understand why there is such a big wish to keep it using a gun TBH
The Gun Problem:
I tested this class with a Bow and a Gun and playing it with a Bow Feels way smoother than playing it with a gun because standing melee as a Scout doesnt feel good at all...
Also I compared dmg numbers from gun with bow and well the dmg increase from playing with a gun isnt that high.
The Knockback Arrow Problem:
IDK why someone came up with the idea of making the Knock Back the core mechanic of this class but proly he never readed feedback since this mechanic even got buffed recently....
Knockback is NOT a nice mechanic and is even leading into group Whipes ( knockback turn back big robots in orkham, moves monsters from certain locations where the should not be, can move monsters into walls and so on........)
In the end this class needs some refining and buff aswell, it deals close the same dmg as Scout Warden rn but yeah it still performs pretty bad compared with a Scout/Druid let alone Scout/Rogue.
My Suggestion:
Remove Gun req
Buff its skills and change skills to match crossbow or Bow
Remove Knockback mechanic
Scout/Bard
After the Scout/Priest rework this class became entierly useless and even before that there are at least 10 other support classes that are better to take and play instead of this one 
My Suggestion:
Since Scouts already have low amount of Combinations and as a buffer this class is useless i would like to see a rework for this class with it beeing able to deal DMG