Some notes on the Oracle that are pretty important in my eyes. Sorry if this is a repeat, but I do not have the time or patience at the moment to read thru all the pages of this thread.
Oracle of Stone
1. The usefulness of Steelbreaker skin as weapons progress. A simple +1 modifier pretty much negates this ability. Yes, for the first four levels it is pretty brutal, but after that, it really becomes a useless piece. Maybe have it 'count as' more magical for purposes of sundering items at later levels? It is Once a day, activated and done. Not having the ability to turn it off. Give it a duration like Earth Glide, so it can be used multiple times a day, just in increments of one minute.
2. Mighty Pebble/Rock Throwing - Do these damages stack together? When you throw a Mighty Pebble, does it also get the damage from Rock throwing? How about the 11th level bonus from Touch of Acid? What kind of damage is the Mighty Pebble - having it listed as 'elemental' threw us for a loop, because of earth and clay golems.
3. Touch of Acid - reading this ability over again, I see one problem - this would bestow it on ranged ammunition, but would this work paired with Steelbreaker Skin?
Oracle of Battle
1. Skill at Arms - This is pretty unbalanced. 3 feats for one Revelation? I think if you stagger when you gain these abilities, similiar to how the other Foci gain more power in a Revelation at certain levels, it will make it a bit more balanced.
2. Wall of Fire in their added spells? I keep wondering why - I can see battlefield application, but that is more the Oracle of Flames, is it not? Maybe Lesser Globe of Invulnerability, or Hallucinatory Terrain.
3.Maneuver Mastery - can this revelation be taken multiple times, each time focusing on another(different) maneuver?
Oracle of Flame
1. Do Burning Magic and any of the other Supernatural revelations stack?
I can see combinations like Burning Magic and Heat Aura, Fire Breath or Firestorm?
Those are my pieces. Honestly, the Oracle class itself is pretty solid. Divine spontaneous casting is pretty epic. The higher the level, the more powerful that ability becomes. Many people have pushed for a customized spell list - I think the spells as they are work very well together. A great many Oracles should not have a bunch of varying spells. Maybe a bit more focus to Divination, but not all Oracles are the type to sit in a tent with smoky rooms and weird sayings.
Now, a word on the Curses. Deafness destroys a good part of a character - this curse is pretty rough already, but as the group I play with has found, unless you have some method of understanding people,
why is the character in a party? We use Sense Motive for understanding body language, reading lips etc., and it seems to work fine. A deaf individual in reality uses other senses to make up for the lack of hearing. And sight is a major sensory input, after all.