I actually really like this idea, and for all the unborn stuff I've done I've somehow managed to never consider making feats to modify integrated gear, it's not something I think about much because the benefits are a little slim and so my players that have played unborn have actually never used them- I don't think armor does anything beneficial by RAW, and weapons, if I remember right, just can't be disarmed. (Well, they both still add to cool factor, but I'm just talking about rules)
As far as the feats go, Basics is pretty open, and while it doesn't feel like it would do a lot at reading, it certainly could depending on your motivation- do you want Martial Arts to apply to it? Make it always usable in a Grapple? Use Unarmed Attack Tricks with it? What about an integrated Crossbow or Blackpowder weapon?
The Fearless quality is nice for the concept, though in my experience players are able to beat Morale DCs enough to not have to worry (my players get Hesitate or Withdrawl every now and then), and when they're really likely to fail Morale checks, they tend to agree with them. That's just me though, I actually have no idea what the general consensus is on Morale...
I actually had to go back and re-read the core Armor rules to get an idea of how it'd balance, it's nice but I would worry about, say, Reinforced Rootwalker armor gaining Edged Resistance 8- I'm not quite sure what I'd want for this one, I'll try and think it over a bit... (this one is tough for me to make suggestions on, because the armor rules/upgrades I use are very much expanded)
I don't know how Supremacy is supposed to work, is the first part a penalty? Suddenly Bestow Curse, Charm Person, even Calm Emotions just about paralyze you! I figured at first it was maybe a defense against controlling/holding spells (and in that case it's a cool, cinematic thing), but there are so few of those.
Then Sense Motive is always untrained, which I can kind of understand, if you're looking for a penalty, but then the result is a trick that, again, looks cool but mechanically only saves you a half action every combat, which is far worse than Quick Draw. The concept is neat, though the wording is a little funky- how are you making the integrated weapon attack to apply the trick to if it isn't already ready, something with a similar feel and a bit more power to it might be like:
Hidden Weapon (Unarmed Attack Trick): You may ready an integrated weapon as part of this action, if your attack is successful, you deal that weapon's damage in addition to your unarmed damage.
But even that might be a little weak until we figure out how to rebalance the control-resistance thing away from being a penalty.