OK... I was very, very disappointed with this book. Wizards of the Coast is rapidly descending into being a nothing more than a repackaging/recycling company, one with a fraction of the creativity and vision of its former self and TSR before it. This book is a shining example of WotC's worst traits, which is disappointing because some of their material of the last couple of years is pretty strong.
For the entrance fee, we get four new classes, only two of which are mildly interesting (the knight has been around for so long and in so many forms that its inclusion here seems pointless). And both of the interesting classes, the duskblade and beguiler, are little more than rogue/sorceror and fighter/sorceror mixes respectively, just with the ability to cast an incredibly minor list of spells while wearing armour. Gee, thanks. One could do better with some creativity and, dare I say it, a smattering of house rules.
Chapter 2, "Expanded Classes", is particularly poor. Here we have 37 pages of fluff. None of us needs to pay money for a book that will teach how a Cleric of Pelor should reference his deity in every sentence he utters, nor do we need such a book to tell us what obvious "themes" I can pick to round out the personality of my character.
Chapters 3 and 4 are new spells and feats. Usual fare here.
Wizards are really struggling for new angles to pitch more supplements from, and the only way they can do it is to strip the imagination of out role-playing my extrapolating every possible detail they can think of. If they carry on like that much longer, they might as well play the game for us as well.
Chapter 7 is all about "affiliations", adventuring groups/clans that your PC may hail from. David Noonan should be embarassed. You get stuff like "the Bloodfist Tribe," which is - you guessed it - a wandering half-orc band. There are the Elves of the High Forest, Dragon Island, dwarves who mine deep into the mountain, gnomes who like to make stuff, etc. Again, I return to my gripe about creativity. Anyone with even a passing knowledge of fantasy roleplaying and D&D can create better groups than these to populate a campaign world. They're obviously just included here as filler.
Chapter 8 is more filler, and is basically filled with rules on how to switch your character over from one class to another, for all those indecisive players out there. This section could have been released online as an option for those who want to pursue it.
Overall, what I'm left with thinking about this book is, why was it necessary to publish something called "Player's Handbook 2"? The few useful bits, the new feats, spells, and rules governing teamwork benefits, should have been included in the FIRST Player's Handbook the first time around. Draw your own conclusions...
Wizards of the Coast's D&D 3.5 rules are really a wonder of marketing and I tip my hat to them. They now have approximately 700(!) prestige classes and god knows how many races, spells, monsters, feats and examples of how to make your bard talk scattered throughout dozens of books. There are many fans of D&D that will buy all the books just to see what the new stuff is. My advice to avoid this book, because it's an insult to intelligent gamers like ourselves.