Some of those sound kind of specialized, though. If we go by the real, cookie-cutter basics then we need to start out with (and do note, these are only names for the classes' roles; not actual class names. XD)
The tank: Bulky, physical guy. Slowish. Typically highest physical endurance along with good HP and physical strength but fails both at receiving and casting magic. Usually has access to a good scope of both armor and weapons. Shields and sword is the typical setup. His purpose is to take beatings and serve as a solid, but not spectacular, physical fighter and he often features a small set of abilities for reducing damage to other party members (often one that lets the tank take a hit instead), sometimes even some basic healing abilities. Dead standard class names include 'Soldier, 'Knight', 'Paladin' and 'Defender'.
The ram: More extreme physical fighter, usually - but not always - faster than the tank. The ram features a significantly higher strength score at the cost of defensive power and has no magical inclination whatsoever. Sometimes, the ram also gets a higher HP stat as a 'sort of' compensation. He typically has far less options in armor and is very unlikely to ever be seen with a shield or helmet, but will usually get some big, brutal weaponry that not even the tank can wield. Axes are dead standard. The ram's sole reason for being is dealing out physical hurt in very large amounts, usually featuring abilities that allow him to sacrifice defensive power, control or accuracy in favor of brute force (some kind of 'rage' ability is nearly guaranteed). Standard class names are 'Barbarian' and 'Berserker', 'Fighter' and 'Gladiator' have also been seen, though these tend to have a slightly different tilt to them.
The thief: typically one of the fastest - quite often the fastest - character classes. The thief is not buff and tough like the fighting types, nor will he ever develop an all-destroying/-restoring spell of doom (tm) like spellcasters will. He is not quite as hopeless a wimp as the spellcasters, but will very rarely deal any stellar damage either, as his weapons are basically always restricted to sissy little knives - or possibly some smaller kind of ranged weapon - while his defensive ability is impaired by being restricted to light armors only, usually no shields (save for some kind of girly little buckler that you don't want anyway) or helmets. Quite often, a half-arsed compensation of higher-than-average evasion skills is awarded, but it equally often fails to be useful on any consistent basis. The thief does one thing very well, however, and that is making your ends meet. Always, without exception, this character class will feature abilities for snatching free gold and - later on - equipment for your party. If the setting features traps and locks, it is obviously only the thief who'll get you past them and if the setting is nice enough, they may even get to show off some nice stealth and backstabbing skills (This is the only time when a thief will ever deal good damage). His primary role is to be sneaky and lovable, because thieves are inherently lovable. Typical class names...well, thief, obviously. Sometimes they're also referred to by the title of 'rogue' or some kind of euphemism like 'treasure hunter'.
The black mage: The guy who was first in line when the fireworks were being handed out and got so excited about it that he ended up last for just about everything else. The black mage is near-useless with physical attacks (sometimes not even possessing any), has the defensive properties of a soggy teabag and usually only a moderate speed stat to boot. His magic resistance can be okayish, but is usually a moot point because everyone is pounding him to the ground with brute force, anyway. The black mage compensates for all these shortcomings by bringing more magical firepower to the table than any other class. He's usually a bit of a wimp at low level - tossing about basic damaging spells and sometimes harmful status like poisoning and curses - but by the time he gets to expand his repertoire a little you can expect him to blow stuff up with great prejudice. The obligatory spell of instant death always falls to him, as will - more often that not - the nastiest spells of mass destruction. In defensive spells he has little to come with, though he may occasionally be able to blind opponents or have some kind of draining spell. Equips are always robes, quite often a hat and magical accessories of doom as well, weapon are almost without exception daggers and staffs (and you can safely expect the very best to be a staff), though on rare occasions they get some more badassy options like whips or even scythes. His role is to serve as the magical equivalent of the ram. Typical class names include 'Black Mage' (in which case you know you're dealing with Final Fantasy or something inspired by it), 'Sorcerer', 'Wizard', 'Witch', 'Necromancer' and just plain 'Mage'.
The White Mage: The mirror image of the Black Mage as far as spellcasting goes. The White Mage is usually a bit bulkier than Black, has even worse physical attack power (though he is far less likely not to possess an attack) and is usually a bit slower as well. He very rarely gets to kill anything that's not undead, demonic (rarer, as demons are generally regarded as more badass than undead) or pitifully weak. In spells, the White Mage always plays support. He is by far the best healer, completely outshining any semi-healer classes like the tank, and usually develops an array of useful party-buffing spells. If a party member needs to have their status removed, the White Mage is alwaysthe one to call, and the obligatory spell for reviving the dead always falls to him. As much of a team player as he is, the White Mage usually royally fails on his own. If he gets any spells capable of damage, they will usually be useless (or at least heavily impaired) against anything that's not undead or, sometimes, demonic. A few handy, non-harmful status spells (typically, one each for sleep, paralysis and slowing) will be provided but usually inefficient against serious threats. When the White Mage hits really badass levels, he will usually develop a single real offensive spell (which is always a ray or blast of holy energy) that is almost - but never exactly - as strong as the Black Mage's spell of mass destruction. This spell will, however, usually be so expensive that you'd rather just have keep White Mage buffing up the rest of your party. His armor of choice is a robe or sometimes even heavier armor, and his weapons are invariably blunt. (As staff is very common here too, though flails, maces and hammers also get plenty of love) The White Mage's role is support and healing. Typical appellations, besides the FF 'White Mage', are 'Priest', 'Cleric', and 'Healer'.
There are lots of other ones, of course, but these are the big five imo. :3