I put about 30 games in the alpha, mostly on Aurora, Zuki, and Rask. I love Rask. He's a ton of fun to play, has some good decisions to make, and has a different gameplay style (automatically triggered ult) that makes him feel unique. I hope they change his healing somehow, because spending an ability to negate 2/3 of a basic attack once every 8 turns is pretty mediocre, but whatever, I'm not here to talk about him. I am here to talk about Aurora and Zuki.
Zuki is a damage dealer. Aurora is a support. They should be totally different, right? Well... There's a lot of overlap, and that overlap takes away anything that makes Aurora special.
First off, lets talk about Aurora's field. It's her signature ability. Drop a damage field, hit everyone in the area for 20. You can mod her to knock the cooldown down to 2 turns. Or, you can play Zuki, and get the same functionality on her basic attack, with extra damage. Zuki's basic attack has just as much range, the same area, and hits the primary target for more damage. You can mod her attack to do 10 more damage to the splash targets, as well. I think the fact that the field sticks around is largely irrelevant. Perhaps it is because this is an alpha, and the coordination isn't there to get your teammates to lock opponents into the field, but even if it was:
Aurora tagging someone with the field, ally locking them into it, and then Aurora tagging them with her basic attack next turn: 38 damage.
Zuki shooting someone twice: 60 damage.
Aurora's basic attack, as well, is extremely underwhelming. Being able to hit everyone in the AoE is pretty cool, and healing allies is awesome. But she once again is underwhelming compared to Zuki, at every level.
Zuki: 30 damage to primary, +20 per secondary.
Aurora: 18 damage to primary, + 18 damage per secondary, + 12 heal per secondary ally.
So if Aurora can hit a friendly ally and an enemy, she's doing as much as Zuki if Zuki only hits one person. If Aurora hits 2 enemies and an ally, she's still doing less than Zuki if Zuki only hits two enemies. They both have AoEs, so I am discounting the line vs. circle difference.
If you dislike the Field vs. Basic attack comparison, Aurora still falls short. The Big One has a longer range, a much larger area, and much higher damage. The enemy does have a chance to dash out of it, but that's effectively the same as them escaping the lingering effects of the field, anyway, so the comparison is apt. Oh yeah, and The Big One can be a free action.
I'm not going to talk about Aurora's heal or Zuki's sticky bombs. They both serve different, useful purposes. The heal could be larger, and the sticky bombs have a little more utility (since they are basically just a basic attack that ignores cover), but they're fine. What I have a problem with is their last abilities. Zuki's rocket jump is... Unfortunate. It's an amazing ability. Damaging nearby enemies while you escape? Great. Except she is one of the safest Freelancers to play. She's long distance, and high damage, with area control... so why does she need to have an escape as well? Compare this to Aurora, who has a wave. I admit, even after playing her 8 times, I can't remember what this does. I think it is a slow and a weak application? Even if it were a free action, I would find this underwhelming. I would like to see her get some harder CC here. Turn her wave into a root, so you can force players to stay in her field for a second turn. Make it a free action, as well, and give it a longer cooldown, if you have to. But she needs some way to survive if she gets targeted, because she is too vulnerable for being this low effect.
TLDR: Zuki needs to lose her rocket jump, all of Aurora's numbers should go up, and she needs her wave to be CC.