I like them all.
Shadow and Sea are just awesome.
I get that Phoenix is disliked because "oh no, not the fire theme again..." but IMHO this is miles better than the typical design of fire-based spellcasters. Yes, fire isn't good at much else than damaging things, but at least here we got defensive damage and even some self-healing ability. Personally I would emphasize it even further, for example instead of immediately restoring the PC back to 1 hp, I'd introduce some delay (like 1d4 rounds) but then with a chance at getting a lot more than 1 mere HP. How about rolling all your HitDice at once, as if having rested?
Favored Soul and Stone are great in concept, poor in implementation. Not that they are unbalanced or unplayable, but their features just aren't very inspired.
The Favoured Soul main feature is access to divine spells, everything else is bland bonuses that are justified vaguely by "my deity loves me, hence this bonus"; it needs more creativity and some brainstorming but at least 1-2 more unique and distinctive features would seriously improve this archetype.
The Stone sorcerer is such a missed opportunity... it's basically just a sorcerer with martial weapons and bonus damage. This is not useless per se, it could make for a low-complexity Sorcerer to suggest to newbies. But there is so much potential in the "Stone" theme that is not even scratched here, how about these ideas:
- controlling the ground > e.g. small earthquakes that make opponents fall prone, opening rifts in the soil, raising stone spikes to create difficult terrain
- stone-based transmutations > e.g. rock to mud to rock, changing an object into a different mineral material, AC boost by turning your skin into rock
- moving stone > e.g. telekinesis for improvised projectile attacks, opening passages into walls, create simple stone objects
- "friendly" stone > e.g. hiding inside or passing through solid rock, talking with rocks to gather information
There really are a lot of possibilities untapped...