Species 2.0-- I'd consider them done unless there are more comments.
Dralasite
[1.0] Medium Argiloid, Reach 1
[0.0] Base Speed 30
[1.0] +2 Fitness, -2 Grace
[-0.5] Bland appearance: Your species is a textured grey bag with little variation and no concept of physical attractiveness. Your appearance bonus decreases by 2.
[3.0] Psuedopodia: You can form limbs out of your mass. You may form 2 walking limbs and a number of grasping limbs equal to the sum of your Precision and Grace modifiers(minimum 0) +2. Forming or absorbing a limb takes one minute. While you have at least one free grasping limb, you may make a free Handle Item action each round. If you have at least 2 limbs free, you gain a +1 with grapple checks.
[1.0] Reabsorption: If you suffer a critical injury to a limb, you may absorb and reform that limb to rid yourself of the injury.
[0.5] Sterner Stuff: The keen value of attacks against you decreases by 4.
[1.0] Bloodhound: Your entire body functions as an olfactory organ. You may identify people and objects by scent and recieve
a +4 bonus to Track checks when you can smell the target.
[0.0] Lie Detection: Whenever you gain a feat from any tree, you may instead choose to gain Basic Skill Mastery (Whatever Sense Motive shakes out to) or any feat depending on it.
Argiloid (+2xp/+1 design point): Your body is flexible and compressible but constrained by an outer membrane. You are considered one size larger for resisting Bullrushes and Trips and may be considered one size larger or two sizes smaller as you wish for purposes of passing through confined places. Argiloids eat, drink, breathe, and age.
Changes: No changes from 1.5
PolydactylGloop and Gleep have nothing on you.
Requirements: Dralasite
Benefits: Your fine control over your body allows you to form limbs much faster. You may produce or absorb a limb in only 2 rounds. You also gain the
improved stability quality and when you do not take a move action in a round your reach increases by 2.
Master of Many SmellsThe nose knows.
Requirements: Dralasite
Benefits: You may identify smells from chemicals, organic beings, and other oderous items with a Knowledge check (DC 10 + 1 per hour since exposure) This check occurs before any saving throws allowing a Dralasite to avoid harmful areas with recognizable smells. Further, if you are able to touch skin or fur on an individual, you gain a +4 on all attempts to interogate them or detect their lies.
The Killing JokeIf they can't take a joke, *%^$ em.
Requirements: Aggro Basics, Species: Dralasite
Benefits: When you taunt someone, they also take 1d6 of stress damage. When a character fails a save against stress damage from you, you may inflict upon them the damage from a readied weapon or your unarmed damage if they are adjacent.
Vrusk
[0.0] Medium Organic, Reach 1
[1.0] Base Speed 40
[1.0] +2 Precision, -2 Guile
[1.0] Agile Defense: Your Defense rises by 1.
[1.0] Enlightened Investigate: Your kind have dealt with corporate intrigue for thousands of years, giving you unparalleled ability to ferret out secrets. Your maximum ranks increase to level +5.
[2.0] Heat Protection II: Your exoskeleton controls moisture loss and allows you to survive heat that would kill others. You ignore Heat Exposure I and II and reduce Heat Exposure III to Heat Exposure I.
[1.0] Improved Stability: 8 legs give you stability. You are considered one size larger for defending against Bull Rush and Trip attempts as well as carrying capacity and trample attacks as long as you are standing on a solid surface.
[0.0] Comprehension: Whenever you gain a feat from any tree, you may choose to gain the Mark feat instead or any feat depending on it.
Unchanged since 1.0 except adding the comprehension ability. I need to come up with a couple follow ons for Mark maybe
Trading House FlunkyA favor here, a deal there. Enlightened self-interest makes the galaxy go round.
Requirements: Species: Vrusk, Level One only
Benefits: Your Grace falls by one but your Guile raises by one. You may activate criticals with your Parley skill for one less action die. Once per scene while among traders, you may arrange for a delivery of your choice at no cost.
Trading House ExecutiveSurprisingly, they usually thank you after you're done with them.
Requirements: Trading House Flunky
Benefits: When Bargaining, you may move the result up or down two rows as you see fit. When you complete a bargain, your trading partner's disposition towards you rises by 5. This occurs no more than once per scene per character.
Military House FlunkyYou are used to the front lines.
Requirements: Vrusk, Level one only
Benefits: Your Precision rises by 1. Pick one proficiency you have. You inflict +1 damage with weapons of that type. Also, when you draw a weapon you have not used before in this combat, you may aim with it as a free action.
Military House ExecutiveYou're the brains in this operation.
Requirements: Military House Flunky
Benefits: You gain a +2 with all Tactics checks. Pick one proficiency you have other than the one in your Flunky feat. You inflict +1 damage with weapons of that type. When you have both hands free and no readied weapons, you may ready a weapon as a free action.
Yazarian
[0.0] Medium Organic, Reach 1
[1.0] Base Speed 40
[3.0] +2 Determination, +2 Grace, -2 Fitness
[1.5] 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.
[-0.5] Light Sensitive: You take 20 points of flash damage each time entering a more brightly lit area.
[1.0] Natural Attack I: Claws
[1.0] Natural Climber: You are always considered to have a climbing kit.
[0.0] Threat Display: Whenever you gain a feat from any tree, you may trade it for Rage Basics or any feat that depends on it.
Changes: Bowing to public pressure

Having the kit is probably more generally useful.
Soaring Wing Clan.
No one spends more time in the air.
Requirements: Yazarian, Level one only
Benefits: You do not suffer an expanded error range while flying and take no penalty when using one handed weapons. You also gain the following trick:
Catch a Thermal (Glide trick)
If you did not use this trick last round, you lose no altitude this round. You may hover for a single standard action or drop vertically for any distance.
Comments appreciated.
Soon to come: Weapons should get another looksee.