Parts I'm not commenting on I'm still thinking about.
It doesn't really appeal I'm afraid. Mostly for the reasons listed above but especially as I think 'people you know by smell' is really nothing more than a simple circumstance bonus to a standard tracking check and the sort of basic 101 stuff anyone who picks up a scent oriented species rightfully expects them to be capable of out of the gate.
Unfortunately, it's something that the original rules never used again. That's why I downplayed in my write up. Kind of like how they say Dralasites have black and white vision but then tell you on some planets they dye themselves bright colors to show their individuality.
Nevertheless, at 1pt it might be worth working in somehow. I might reduce the track bonus. I really don't like large static bonuses.
Leaving aside that I strongly disagree with your approach to oozes, Precision makes far more sense than Grace as the defining attribute for limb generation: Nothing about impress, acting or acrobatics suggests that sort of connection, whereas Profession's operate check does (alternatively, Determination's key skill of Focus suggest that it might also be a viable choice of defining attribute)
I'm using ooze in a different way than FC does. The setting's other races are folk, folk, weird shaped folk, squishy worm. They're not a traditional ooze but they're closest to it. I wouldn't use this approach in a setting that needed traditional oozes. NPC's can be handled descriptively and through number of attacks.
I chose Grace for several reasons. First, Grace represents not just social graces but also the ability to move and control one's body. That's why I argued for Acrobatics to be a Grace skill. And that's exactly what this represents. Precision is more aim and detail. If a Dralasite needed to form a limb with the same proportions as someone else (perhaps because he intends to wear there skin over his hand to fool a biometric scanner. Ewww.) that would use precision. But see below for something I thought of.
On Dralasites, why not just give them the Many Armed feat? The pseudopodia/reabsorbing verbiage feels like it's trying really hard to describe in other terms what Many Armed is already letting a character do. I wonder if you're letting the flavor lead you down an unnecessarily complicated path, when flavoring this existing option seems to do everything a Dralasite will need.
I had a couple concerns with that. First, it puts one race up a species feat and gives them an easy path to gain a second one. I'm not sure how many species feats there will end up being (none of the species here have any subspecies so they're all going to be things I make up) but I don't want one race to be Mr species DC abuser.
The other concern was I wanted a variable number of usable limbs. With the grace penalty, it looks like most are going to end up only making 2 limbs. Maybe Grace mod + Precision mod (Min 2) might work best.
On Yazarians, why not stack up multiple grades of catfall rather than create glide from scratch? I concede that this option doesn't address horizontal movement, but I wonder if you could fold them together a bit, like:
Glide: When not flat-footed, you ignore the first 40 feet of falling damage. In addition, for every 5 feet you fall per round, you may move 5 feet horizontally, up to 40 feet per round.
Glide: You gain Winged Flight 40'. However, for every 10 feet you move horizontally, you must descend 5 feet. If you cannot descend, you cannot glide. (with a species feat "Catch a Thermal" that lets you glide without descending for short periods)
You're on to something here. Maybe this:
Glide: When you are not helpless and you fall, you may glide. You move horizontally 10 foot for every five foot you fall (maximum 40' per round horizontal) and take no falling damage while gliding.
1.5 and just replace the current glide and catfall? I'm a secret Yazarian hater (I don't like mammal/human hybrid species and a primate/human hybrid is called a human. Humans are primates!!! Yaarggh!
) but that's a good representation of their ability.
And I confess I'd be half inclined to give Vrusk the Beast type, but they've certainly got fine manipulators, so ultimately that's no good.
Yeah, they have freaky agile hands.
Those who look at the source material will note that I left out the original special abilities of the races. They weren't very special but they may come back as species feats.
Look for Species 1.5 soon.