I'm listing here what I think about the meta changes with regards to what's 'in' the meta and what's 'out' of it. Feel free to respond with your own opinions and feelings. I want to gauge what people think works and what doesn't. I'll be dividing things into TDM and Dom, team and solo games, and ranking things by full meta, semi-meta and non-meta.
T1 strike (Star Guard/Rycer)
Solo TDM: full meta. This ship is capable of the highest DPS in the game probably with the strike blaster buffs, and with retros as well as a thrusters minor and QCS it's both tanky and mobile. Although it still can't kill as fast as a T2 scout, it's close enough that I think its other advantages give it an edge in most cases.
Solo Dom: semi-meta. You need to specialize a build for Dom, mainly because HLC are not great on nodes and RFLC are weak at range. A generalist build doesn't stand out in either role. The thing is, a T2 scout is still probably better in Dom because of BLC alone, before considering pods. The T1 strike can work, but I don't think it's worth the effort of trying.
Team TDM: full meta. The same advantages that go for solo queue go for team queue as well, but in this case you also benefit from finishing off weakened targets and peeling for allies. Not much to add here, it's a great ship.
Team Dom: full meta. If you already have a scout hunting bombers and beacons this ship is better at chasing gunships and scouts, because of the better range and blaster damage. It can also hold a node better in a pinch because it's way tankier.
T2 strike (Pike/Quell)
Solo TDM: full meta. EtS converter is similar to retros in how it behaves, making the T2 very similar to the T1. It can fight both in closer range with clusters and longer ranges with HLC and torpedoes, enough to threaten gunships. It does lack a reactor, but as long as it maintains range that doesn't have to be a huge issue.
Solo Dom: full meta. I feel like you can fulfil the role that was once exclusive to the T1 gunship with this ship. EMP is now about as essential as ion railgun, and the fact this ship can use HLC simultaneously is just an added bonus.
Team TDM: full meta. Probably the best peeling ship with two missiles, and as good of an executioner as the T1 due to HLC and torps.
Team Dom: full meta. Same reasons as for solo. You need EMP and DPS, the T1 has them.
T3 strike (Clarion/Imperium)
Solo TDM: semi-meta. It doesn't offer as much support as a T2 bomber, and isn't nearly as threatening as other strikes or scouts. It's not horrible, but I don't really see it as being an optimal choice even if you deck your ship for full offensive output.
Solo Dom: full meta. As a node-holder, this ship is the best bar none. 49% passive DR, repairs, a missile break that doesn't force it to leave the node as well as RFLC and EMP to clear enemy CP targets (or any target up close). It can also take nodes quite efficiently alone and it's hard to kill. If there's EMP around I feel it's better than a T1 bomber.
Team TDM: full meta (?). I haven't flown with it in a team yet, and haven't seen it flown by teams against equal skill -- or rather, I've seen teams ditch it when the going gets tough. That being said, I think it has potential as a tank. It can't really be ignored once it's in range, and it can take a lot of punishment. Needs testing.
Team Dom: full meta. Same as solo Dom really, only you might be able to sync repairs with teammates. It might not be essential always, but it's probably not a bad idea to have one.
T1 scout (NovaDive/Blackbolt)
Solo TDM: semi-meta. EMP is nice, but I don't think it's enough to warrant fielding this ship. It's still less tanky than a T2 scout (to say nothing of strikes) and with EMP also has lower DPS. It's better than ever when you're under focus though, so there's that.
Solo Dom: semi-meta. I still don't see why it would be chosen over the T2 strike. BLC are superior to LLC/RFLC by miles if you can stick to your targets, and EMP once every 25 seconds isn't enough to clear a bomber infestation. It does have the team utility of EMP, but if you're clearing nodes you should fly an EMP strike probably, or a T1 gunship.
Team TDM: full meta. With EMP, coordination is key. Having someone follow up on the nest you cleared or torp a target you disabled makes EMP a whole lot better.
Team Dom: semi-meta. It's better in a team setting than solo, but I still don't really see an reason to take it over another EMP ship. You're limited by the EMP cooldown.
T2 scout (Flashfire/Sting)
Solo TDM: full meta. You have to be more careful than before because torpedoes can ruin your day, but it's still a great ship. Even better in some cases because you can fly double turning with retros and TT instead of Booster Recharge, which makes it the best CQC ship in the game by an even larger margin than it used to have.
Solo Dom: full meta. Same old, same old. BLC and pods still wreck.
Team TDM: full meta. Nothing to add, it's easier to fly with a team than solo since you don't have to worry about focus as much.
Team Dom: full meta. Nothing to add.
T3 scout (Spearpoint/Bloodmark)
Solo TDM: non-meta. It's almost semi-meta, but not quite. The support it offers is still less than that of a T2 bomber, and the DPS loss is way bigger (having no HLC, and only missile secondaries). Not to mention, if you bring heals with this scout you can't really stray into the open due to lack of evasion or DF break.
Solo Dom: semi-meta. It's still not as capable as a T1/2 strike or T2 scout in clearing nodes, and definitely not offnode, but EMP is good, repairs are good, and RFLC are good. It's an OK ship, but there are better alternatives.
Team TDM: full meta (?). Not tested yet, but quite possibly sensor beacons and repairs make this ship a strong option against a strike-heavy comp. Thermites or EMP can also be used for peels if nothing else.
Team Dom: semi-meta. Tensor is still required, and it might be good enough that you'd keep one ship alive for a while, but ultimately it's still weak on nodes and that kills the possibility of it having a role the entire match.
T1 bomber (Rampart/Razorwire)
Solo TDM: non-meta. It has nothing useful for TDM other ships don't have a better version of. That's it, really.
Solo Dom: semi-meta (?). I won't be flying it solo, that's for sure, but I'm still glad when someone uses it... EMP and an abundance of AP make it extremely weak, but a beacon is a beacon.
Team TDM: non-meta. Same as above.
Team Dom: full meta. You can sync beacons, and that makes all the difference in the world when flying a squishy beacon platform. Dying isn't as bad when you don't have to trudge across the map in a bomber after a 15 second wait.
T2 bomber (Warcarrier/Legion)
Solo TDM: full meta. Repairs, drones, mines, HLC. Still great, just sit off the nest to avoid EMP scouts and missiles.
Solo Dom: semi-meta. It's better than before arguably due to interdiction drones being more important with the rise of strikes, but EMP cripples it and it has less utility than the T1.
Team TDM: full meta. Nothing has changed here.
T3 bomber (Sledgehammer/Decimus)
non-meta everywhere. It lacks the ability to DPS compared to strikes and scouts and lacks the utility compared to bombers. Nowhere does it shine. Even though it's not as bad as it was, I think that it having nothing going for it makes it non-meta.
T1 gunship (Quarrel/Mangler)
Solo TDM: full meta. Ions are weaker, but still great. Slugs are even better on centered shots, and even plasmas can be useful if you're building a TDM build. This ship is weaker than it was, but still plenty strong.
Solo Dom: full meta. Ions are slightly worse for clearing nodes but they're still very much usable, and BLC are great when trying to finish a bomber off. It's still pretty much a standard ship to field in Dom.
Team TDM: full meta. Nothing to add here.
Team Dom: full meta. Nothing to add here.
T2 gunship (Comet breaker/Dustmaker)
Solo TDM: full meta. Either a plasma/slug platform with directionals/fortress instead of DF, or a rail/torp platform. Either way, HLC are great and can be used for finishing off targets reliably. Torpedoes are great at forcing enemy gunships to retreat.
Solo Dom: non-meta. No team utility, bad at CQC due to lack of CQC blasters or secondaries.
Team TDM: full meta. Nothing to add here.
Team Dom: non-meta. Nothing to add here.
T3 gunship (Condor/Jurgoran)
Solo TDM: full meta. Interdiction missiles are amazing against strikes especially, slugs are still great if you are centered, and retros or PD are both great options. It's slightly weaker against scouts at range, but makes up for it in the new close-range strengths.
Solo Dom: non-meta. Now more than ever, if you want a close and long-range hybrid ship, fly a strike. It does offer some utility with EMP or interdiction missiles, but that doesn't seem to be nearly enough.
Team TDM: full meta. Still a great peeling ship, still the most mobile gunship.
Team Dom: semi-meta. An argument can be made for it here, because the slight utility it brings has a larger impact when a team is benefitting of it. I don't think that's enough though.