Although I really am starting to hate the word "steampunk" considering how gamers horribly misuse the term. I've got these suggestions based on what you're looking for.
1. Is what you're looking for Victorian setting with magic? or a somewhat elevated mystech? The latter would be Eberron, the former would be something a bit diferent the "Modern Path" variant by Green Ronin would probably be what you're looking for. (It's even supported by Herolab) and the basic rules are a free download somewhere. It's a Pathfinder variant.
Have you checked out the Terah stuff yet?
Interesting piece. the character stuff is a free download and apparently they've got the blessings of the Foglio's.
I wouldn't call the Airship stories steampunk although they do borrow from that tradition. I'd label them more of an anime/steampunk fusion as they really don't include any of the defining elements of the Gibson steampunk novel which pretty much defines the genre.
Hi there. Creator of ZEITGEIST here. Our setting's conceit is that one nation had a catastrophe that rendered it a dead magic zone, so it developed normal technology of steam engines, cannons, and ironclads. Then it started exporting the technology, and different countries responded in their own ways.
A theocracy rejects technology as evil. A dwarven nation uses magic to build massive trains and warships. And the party's home nation uneasily tries merging magic and technology, at the risk of pissing off the fey who share the land.
Our technology is real technology, perhaps enhanced by magic a bit (runes on a steam boiler so it doesn't need fuel, or enchanted muskets with 'magic bullets' that hit from odd angles, etc.). It's different from Eberron, which posits a world where magic itself is mass produced (security guards have wands, for instance). ZEITGEIST still treats magic as mysterious and powerful, and often philosophically opposed to the imperialist, scientific march of technology.
I'm a big fan of Iron Kingdoms (from Privateer Press) for d20 steampunk stuff. The setting is richly detailed, gritty, and has just enough horror thrown in. The setting has its own core books detailing replacement races and classes, magical-technology crafting rules, and a similar amount of geography/history/politics/culture information to the Inner Sea World Guide, as well as a monster book with many setting-perfect original (or from mythology) monsters and some nice touches like silhouette size-comparisons to a human for each monster. It also has the biggest, baddest dragons ever. None of this CR 8 dragon stuff in IK; the lowest CR dragon in there is CR 33.