Looking over Harkoz:
a) I cleaned up the skills for the familiar, marking the ones earned from the master vs. the familiar's own skill points. The Bestiary also lists final totals, not baseline ranks. So, a lot of numbers changed for the familiar.
b) Skills without ranks spent in them do not get the class bonus. I fixed several cases of that on the familiar. I put in the * marker instead of 3 for the column to make it more apparent.
c) If the wizard shifts his skill points around a bit, he can take advantage of the familiar getting his class bonuses. Perception and Stealth are two skills that could benefit if the wizard spent points in them, the familiar gets a +4 effective bonus.
d) Traits: You can only have one trait from a group. Currently, you have two from the Magic group, so one of them has to be swapped out.
e) Read page 148 of the APG for the Teleportation subschool for the Conjurer. Take it. That option is
too good for you to miss it.
f) Read
Alternative Cantrips. You can swap some of those spells in for your base cantrips.
g) You can use a longsword. Carry one. Appearance wise, you no longer are a squishy mage. A half-orc ranger looks like a melee threat. Mage, not so much. Damage wise, you can do significantly better with it than a dagger.
h) Improved Init is a shaky choice for PbP games. It depends on the particular GM as to how well you get the surprise round action. Once you get into the regular rounds, many games are "good guys go", then "bad guys go" as groups. This allows a faster posting rate as anyone can post during the good guys portion without waiting on other party members. But, those that rely on acting first don't get as much benefit as a table top game. So, if you have a strong second choice feat, you may want to go with it.
i) I also tweaked a lot of formatting too.
So, more work to do. But so far, looking good.