Oh I don't mind if not all of them are useful, however a +5% or +10% magic damage somewhere around EoW/BoC wouldn't make you too powerful too quickly in my opinion, and it would also show that the stone does in fact focus on magic and damage

Either way I'd be a fool to complain about what class bonuses you get considering all the content (vanilla and modded) is beatable without those to begin with, why complain about free stuff? Was just tossing in my two cents. Personally I tend to use class mods as an extra incentive to stick to a certain class of gear, and the way Enigma handles it is by far the least overpowered option without being useless so I'll happily deal with the +minions that will never be used, if it means I get that handful of other decently balanced bonuses
I appreciate the feedback! Basically how I designed the preHM bosses to work was each boss had a class their bonuses focused on, as well as a few bonuses that didn't relate to that class, but in some way related to the boss, like Life Regen from Queen Bee because of Honey, or Attacks inflict Poison Damage, because of Stingers inflicting poison. The preHM bosses also give a second bonus when your class matches the class they are assigned that is specific to that class.
EoW/BoC should be the magic focused boss, so you should have gotten lots of benefits to mage play. This is the line from EoW/BoC:
string EoWBoC1 = "[c/884EA0:Causes 'Blood Rage' when struck]"; string EoWBoC2 = "[c/884EA0:+4 Defense, +20 Max Life]"; string EoWBoC3 = "[c/884EA0:+20 Max Mana, Increased Life Regeneration]"; string EoWBoC4 = "[c/884EA0:Increased Mana Regeneration]";
The 4th bonus is the one unique to Mage classes. The other Mage subclasses pick from the rest of the bonuses based on their secondary focus. If you have a damage focused build, I think you get Blood Rage, which is a damage increase for a duration of time after being struck.
[doublepost=1530316752,1530316450][/doublepost]I basically just wanted this level up system to be a bit more interesting than pure stat increases. The way I went about doing that unfortunately meant that some classes will sometimes get bonuses that could be useless, depending on your playstyle. However, I tried to minimize those as best as I could. There are really only 1 or 2 instances of it through the soul stone, but unfortunately one of them happens to be the first boss in the game, so it sours people's expectations. I could try changing the Summon bonus from King Slime actually, since the only reason I have that is because of the Slime Staff, which isn't technically related to King Slime at all.
I do think that a place to show all the information on the soul stone is a good idea though. It's just a bit hard to put together, since we'll have to show all 18 unique paths of bonuses.