Thought I'd gone, didn't you? I know you did. First off, the revision.
Assassin ArchetypeAttendant Interest: Alchemy
Poison Expert: You decide long in advance how your marks meet their end. You gain the Venom Master trick, the Crafting (Chemistry) focus, and may add your starting action die to the Complexity of items you may build using your Chemistry focus. Also, the threat range of Blend and Disguise checks during a scene that you have used your Venom Master trick increase by 2.
Turns out 'courtesan' tends to mean "expensive date that sticks around afterwards...if you know what I mean. Wink, wink.", so I had to go with a slightly different name. I also know that I may have overcompensated with the first sentence worth of benefits, but I tend to try to work starting action dice into the core ability if I can. I'll likely take that last bit with the starting action dice out if people think it's too much.
Courtier ArchetypesClergyman Interest: Alignment
Power of Belief: Your Lifestyle is added to all Disposition modifiers with NPCs who share your Alignment.
Entourage Interest: Groupies
Walk Like Me: Once per scene as a free action, you may temporarily grant your teammates 1 of your Style feats until the end of the scene.
Harbinger Interest: Military Bureaucracy
Pulling Rank: Once per scene, you may purchase a Noble favor using your Military Renown Rank. Also, your Rise to Power ability increases Military Renown in place of Noble Renown.
Explorer ArchetypesHoarder Interest: Heirlooms
Favored Prize: You and your teammates gain Reputation equal to 3 x your starting action die toward 1 Prize that does not count towards your total number of Prizes.
Seeker Interest: Alignment
Benefit: Once per scene, you may gain 1 clue about a character, scene, or location. If the gamemaster refuses to give you this hint, you gain 1 action die.
Wandering Scholar Interest: Artifacts
Benefit: You are efficient in your travel methods. Your overland travel speed is increased in MPH by an amount equal to your starting action dice. Also, when you roll an action die to increase a navigation Knowledge check, you roll 2 dice instead.
These are both classes that I've seen very little action with in the games I've run, so I was a little lacking in the inspiration department sometimes. They're all short as far as text goes, but I think for the most part, they each have something to offer. Let me know.