Okay, here's a jumble of thoughts about what you've been putting up recently. If I don't comment on something it is probably fine.
It's nice to see your aura rules making it to other homebrew.
Dueling Visor module: The concept of not being able to see a creature you have line of sight to is really weird even if the rules allow for that situation.
You can see them. They just get the +2 bonus for attacking a creature that can't see back, without the other goodies of invisibility (like denied Dex). It's like that instead of an AC penalty like that Diamond Mind stance so that if you really can't see them (ex: blinded, they're invisible, etc.) the bonus doesn't stack. Eh, screw it. I'm removing the bonus enemies get entirely. The module's basically just double Dodge, which is perfectly reasonable (Power Beam is +1 deflection vs. everyone, Phazite Plating is +2 natural armor but does 1d6/minute unless you're protected). That will also let me simplify the wording a fair bit.
New Heal skill uses: How much does a cryorevival lab cost? How about ppropriate tools and materials for Cryogenic Preparation?
5000 gp for the lab (plus another 5000 gp per revival). It's 6000 gp for a permanent cryotube and 50 gp for cryoprep kit, or 300 gp for a kit with a portable cryochchamber that lasts for only 3 days. They're listed among the mundane items,
under Adventuring Gear.
I'm iffy about Defensive Shot. I realize that DC 15 Tumble isn't that high, it just feels weird to possibly fail at using a feat that doesn't require a saving thow.
The idea was that it's like tumbling to avoid an AoO for movement, only instead you're avoiding the AoO for something else. Although then it should at least have the option to take a -5 penalty on the check to remove the attack roll penalty on a failure (which is like the part of tumbling where you're moving at half speed instead of full, making it not be a pure upside to use the skill).
I'm open to suggestions, but if you want me to just remove the chance of failure entirely, you'll have to convince me that a 1st-level feat that removes ranged attack AoOs perfectly is appropriate. I don't think it would be imbalanced or anything, it's just the kind of thing that's supposed to be a little more special than anyone's feat.
The Energy Warrior's energy beam ability still says: You can only use your energy emitter in the form of one weapon at any given time. This means that you can't use Energy Claws and Energy Fangs at the same time. This saddens me.
I'll see about making them work together. As long as you're spending two feats, you ought to get something good for it.
The Inventor looks interesting, I'll have to dig into the crafting feats sometime.
Coolio. Although half of them are just like your regular magic item crafting feats, and the other half are Amechra's creations that he was kind enough to convert to cybernetics;
you've already seen their original Incarnum incarnations. I hope that helps you make sense of it a bit easier.
Aim is interesting and different than I expected. Quick Aim + Sniper can be nasty when used by someone with precision dice against a target so far away he doesn't even know who's attacking him..
Kinda the point. If you're spending 4 feats on sniping (Point Blank Shot + Precise Shot + Quick Aim + Sniper), you ought to do it well. Although remember that you still only get that first attack in the full attack with aim bonuses unless you use your swift action to aim for a second attack; it still only boosts the first attack you make after aiming.