Several, actually. Although, for somewhat similar reasons:
Spellcasters - just in general, I really like magic in fiction. Fluff-wise, it provokes the imagination and I just find it fascinating. Gameplay-wise it tends to have some slightly more complex mechanics, so it requires more thought and preparation before it ends up being, generally, more effective. Also, it tends to have more tricks to draw from - sometimes making the enemies suck at combat is a really good strategy (or making your allies really better). Trouble I find is that it's often just plain boring. Sure, you shoot some fire from your hands...great. It's pretty much like hitting things with a sword, only different animation. And maybe a different range. I'm not really into those.
Rogue/scout/scoundrel type - it's similar to what I like for spells gameplay-wise - it's a more complex mechanic that requires some setup and consideration. And usually, it has a lot of utility and tricks as well.
Spellsword archetypes - pretty much a blend of the above two - an agile fast character who can also cast spells. Pretty much for the exact same reasons - I like that they combine two gameplay styles that both require thought and planning. Also, these tend to not show up as much in games - more common in classless games (e.g., Elder Scrolls) and usually better, as well. If they show up as a class somewhere...they sort of tend to suck, or not really be as good as their concept. Vanquishing your enemies by sneaking in the shadows mind controlling them/their underling, before finishing it with a quick stab with a dagger is just so satisfying. Not a lot of opportunities for it, however.