A table (preferably sortable) with each technique's required and granted position, motion, and auxiliary tags would be really helpful to try to figure out a flow of things, especially for low-level characters who only have a few techniques and thus have to ensure that they can chain one to another. For example, Viper Flicks is an assault in Wax that requires the Thrust motion tag, which itself can only be acquired (in Wax) from the Parting the Silk and Unfolding the Fan assaults (no parries or forms).
Also, it's kinda odd to me that Unfolding the Fan and Viper Flicks are the only two techniques in Wax that can't be used with position tags. Also strange is Folding the Fan, which works off of any tag at all.
You've got one Wax form for each of the 4 position tags, and one for each of the 2 auxiliary tags (even though nothing in Wax uses Circle specifically), but none for any of the motion tags.
Math about tags for a sec. 4 position, 4 motions, and 2 independent auxiliary tags means 5*5*(2^2) = 100 tag permutations. So, you could have 10000 techniques with unique combinations of required and granted tags, including 100 forms (the ones with no tags required). Well, probably 99, since you probably don't want a form that grants no tags at all. Mind you, looking at the expert styles, you're treating Diagonal more like an auxiliary than a position, so that's 4*5*(2^3) = 160 permutations.
Speaking of independence and dependence of tags within their categories, I'd like to suggest enforcing in the design (and changing some of the higher complexity techniques) to have the two main tag categories (position, motion) be mutually exclusive within themselves (ie: only one of Low, Middle, High, or Diagonal at a time, ditto for Thrust, Bash, Slash, and Lunge). May also wish to change those techniques that let you pick which tags you're granted to likewise enforce this restriction.
Actually, if you do something like that except actually enforced in the rules, then aside from the auxiliaries, you don't actually need to have techniques completely replace the tags by default, instead only overwriting whichever tag category they grant a tag to. Tags might only get cleared if you use a technique that specifically removes them (like a big finisher). Um, hmm... I'm getting conceptual ideas for a system like that that also leverages the multiple attacks per round that high BAB characters get into a sort of build-your-own-combo system (within the span of a full attack). That would require at least 4 independent tag categories, rather than 2. Don't need to worry about extra attacks, since the maximum potency (and required tags) is limited based on the strongest techniques you know, so you don't get anything super extra, just building up to another smaller combo, or to make a more powerful parry available with a full powered finisher.