Posting what I've got for the Warrior's talents so far. I've decided to go with an overall 10 trees- 5 style, 5 tradition.
The styles will be Power, Finesse, Sniper, Ambidexterity, and Guardian. The traditions will be Berserker (Rage), Armsman (Warblade, basically, focusing on maneuvers or improved use of one weapon), Skirmisher (Exactly what it sounds like), Knight (Armor, maybe mounted combat), and a last one I don't have an idea for.
Naturally, some will work well with each other. Armsman+Finesse, for example.
Power TreeFocused on dishing out damage and knocking the target for a loop, the Power tree appeals most to those who just want to get in there and beat their opponents into the ground. You can only deliver one condition from the Two-Handed tree per attack- you could use Impressive Strike on one creature, and Punishing Blow on another, but not both on the same creature.
Impressive Strike: The first time you successfully attack a given creature in a round while using power attack, it must make a Fortitude save (DC 10+1/2 BAB+ Strength modifier). If it fails this save, it is dazed until the beginning of your next turn.
Prerequisites: Mighty Warrior, +3 BAB
Knockback: Whenever you successfully attack a creature while using the power attack feat, you may make a single Bull-Rush attempt as a free action. This check may not move the targeted creature by more than 5 feet. This
Prerequisites: Impressive Strike, Improved Bullrush
Mighty Warrior: Whenever you use the Power Attack feat, you gain a +1 bonus on damage. When you take a penalty on attack rolls that is divisible by 5, you increase this bonus by 1. This bonus is treated as though it were granted by the power attack feat for the purposes of multipliers.
Prerequisite: Power Attack feat
Punishing Blow: The first time you successfully attack a given creature in a round while using power attack, it must make a Fortitude save (DC 10+1/2 BAB+ Strength modifier). If it fails this save, it is staggered until the beginning of your next turn.
Prerequisites: Mighty Warrior, +7 BAB
Stunning Strike: Once per encounter as a swift action, you may make the next successful attack you deliver in the round while using the power attack feat a stunning strike. The targeted creature must make a Fortitude save (DC 10+1/2 BAB+ Strength modifier). If it fails this save, it is stunned until the beginning of your next turn.
Prerequisites: Punishing Blow, +7 BAB
Finesse TreeThe central aspect of this tree is skill at arms- any yahoo can swing a sword, but it takes skill to aim for precise strikes.
Einhander: When using a light or one handed melee weapon to which you can apply the weapon finesse feat with one hand free, you may add your dexterity modifier as a bonus to damage rolls.
Prerequisites: Weapon Finesse
Precise Strike: While you are able to gain the benefits of Einhander, at any time when you deny your opponent his dexterity bonus to AC, you may deal an extra 1d6 points of precision damage on your attacks. When your BAB reaches 8, and every four points of BAB thereafter, you may deal an additional die of damage with this ability.
Prerequisites: Einhander
Greater Precise Strike: Whenever you use Precise Strike to deal bonus damage, you may add your key ability to each die of precision damage gained from Precise Strike.
Prerequisites: Precise Strike, BAB +7, Improved Feint
Parry: Whenever you could gain the benefits of Einhander and are wearing light or no armor, you may add your key ability as a dodge bonus to your AC and Reflex save, up to a maximum of one half your BAB.
Prerequisites: Einhander, BAB +3
Warrior's Skill: Whenever you would make a physical ability check in order to use a combat maneuver (such as trip, disarm, bullrush, ect), you may add your key ability as a competence bonus to that check.
Prerequisites: Parry, Combat Expertise