After a read-through, prior to any playing, there were a few elements which caught my attention as possibly needing clarification or review:
Specialist Wizards - Clarification that the by-level abilities from specialty are not what is canceled by preparing a "prohibited" spell.
Specialist Wizards - Renaming "prohibited" schools to "restricted" or some other term. Prohibited would imply that you cannot use them at all.
20th Necromancer ability (Deathless) - Does the immunity to positive energy also give turning immunity? If not, does the necromancer have turning resistance?
Wizard - Arcane Bond: Item - At first glance, this seems to have more penalties than benefits, especially at low levels. Aside from a single "free" spell, and a discount on enchanting the item (an option which a low-level wizard would not have access to), the item presents a severe weakness: Lacking the item results in a DC 20+ spellcraft check to cast any spells. Compare with a familiar which grants constant bonuses, no penalty if the critter is not "at hand", as well as further bonuses if it is "at hand".
Cleric turning - Is the positive/negative damage from turning selective for beings other than the cleric? If not, this could pose problems for Neutral clerics of evil deities, or neutral clerics who opt for rebuking rather than turning, when they attempt to rebuke and end up harming their party.
Cleric turning - Listing the 30' radius burst in the class information would be a help, as well as it's present location in the combat chapter.