re: Tech Armor. It seems to be treated as a tech ability in game. Maybe warp fields are generated by equipment (warp ammo) but some biotics can make them without equipment.
@Blankbeard, For choose from a list abilities, I don't know what else should go in that list. I just think that there should be one, because otherwise that class feels more like a master class with 20 levels than it does a base class. I had been thinking to either call it Shephard (a little tongue in cheek), or Spectre. Maybe we could borrow from the captain and/or courtier to emulate Shep's team leader and powerful allies dynamic.
How about Squadmate as a name? Or something similar. As for abilities, let's start with a few generic ones that will fit well.
Sneak Attack: Your attacks inflict 1d6 of sneak attack damage.
Expertise: Choose one of (Class Skills). You may always take 10 with this skill and it takes the standard time. Taking 20 takes 10 times the normal time.
Teflon Reputation: When you or your teammates lose Reputation, the loss is decreased by 2 (min 0).
Power Stunt: You gain two tricks that apply to your powers.
Omnitool expertise: Pick one skill you have ranks in that requires a kit. As long as you have an omnitool, you are considered to have a workshop for that skill.
Most Deadly: When using a favored weapon, you may activate criticals for one less action die.
Blah: When you are a helper in a cooperative check led by a teammate, you automatically succeed.
Maybe some others, I'm pretty much out of ideas.
I find that I don't mind your breakdown of powers, but I still kind of worry it will appear foreign to ME fans at first glance. I also worry that if only some of the powers/paths have tricks you can apply, it breaks up the symmetry of things.
I'd envision other tricks that don't simulate powers but other things in the game or just abilities that seem useful. For ex:Freefall
(Pull trick) Requirements: Asari and Pull power, or Pull Rank 4.
You may activate this power as a free action even if it isn't your turn. While this power is active, you fall at 60'/20m per round and take no falling damage. This power lasts 1 minute.Area Barrier
(Barrier Trick) Requirements: Barrier Rank 3.
You create a 10'/3m sphere centered on you that inflicts 1d6 biotic damage on enemies. Anyone inside the sphere takes no effect from attacks. At the end of your action, if your barrier has stopped any attacks, you must make a will save DC 15+1 per round the sphere has existed. You may not use your personal barrier or take movement actions except for a 5 foot step while the sphere exists.