Fair enough, if you decide that the extra damage is too much I'll understand now that I've got a frame of reference.
Okay, onto the rest.
I have no extra comments on the location (apparently I corrected a typo long ago).
The ghost powers look alright although I know next to nothing about D&D ghost powers.
Tomb Guardian looks fine for its CR.
Returned looks fine. As far as I can tell it's just a skeleton template if you want the target to retain Disciplines/Maneuvers?
Amalgam Damage:
It's pretty self-explanatory but there seem to be some odd gaps for no reason. I'm only looking at combinations, not what makes sense or the names or anything else.
(This is in no particular order, just how I'm organizing my thoughts.)
You've got Negative/Positive, okay that makes sense.
Then there's Cold/Negative and Fire/Positive, opposites.
But then Acid/Negative all by itself for some reason.
On to straight energy types (acid, cold, fire, electricity, sonic).
There's only Sonic/Electricity, this makes sense thematically and I'm A-OK with it.
For the rest everything combines with everything but we don't get Cold/Electricity.
Next the Energy/Physical combos.
Sonic/Slashing is the only slashing combo. Any particular reason?
And the only one not to get Bludgeoning is Electricity, again seems odd.
Cold/Piercing makes sense thematically, I can life with it.
Then there's Fire/Untyped (Mind-affecting). That one just feels out of nowhere.