Unearthed Arcana has some nice stuff in it, though some of it I could give-or-take.
As for the bloodlines, they are interesting. I am not sure if I feel they are not the best designed though. The Minor Bloodline costs you ECL+1, Intermediate costs ECL+2 and the Major costs ECL+3. Also note that most of the decent abilities come at high levels in the bloodline, unlike a Template.
(And Not all bloodlines have all 3 options.)
Some day when I have the time and energy I will compare the Major Bloodline with an equivalent template to see which is better and if they are balanced.
However for this post, most of the bloodlines could have solid use for a Barbarian. For example the Fire Giant Bloodline gets you:
Level.....Minor (ECL+1).......Intermediate (ECL+2)
2....................................+2 Climb check
4..........+2 Climb check......Power Attack
6....................................Strength +1
8..........Power Attack........+1 Natural Armor
10..................................Giant Affinity*
12........Strength +1..........Resistance to Fire (5)
14..................................+2 Jump check
16........+1 Natural Armor....Cleave
18..................................Constitution +1
20........Giant Affinity*.......Resistance to Fire (10)
* Gain+2 to skills when interacting with your giant type
As I said not the most thrilling but for a melee type the loss of 2 levels of saves, BAB, skills and class abilities might be worthwhile.
The minor bloodlines follow the same pattern: Skill Bonus, Feat, +1 Attribute Bonus, Ability (usually +1 NA or a Sp-ability), Racial Affinity. Then from here the higher level bloodlines get a bit more specific with abilities from the race.
I think the racial paragons are better done. They are crafted in the mold of the racial classes from Arcana Unearthed.
As for the Barbarian Totems, I personally feel they fall short. An example is the Wolf Totem. You give up Uncanny Dodge, Trap Sense, Improved Uncanny Dodge, and in trade gain Trip at 2nd and Track at 5th. This is balanced??
Rage Variant from UA: Whirling Frenzy
Instead of standard Rage, gain +4 STR, +2 dodge to AC and on Reflex saves. While in the Whirling frenzy you may make one additional attack in the round at the highest base attack bonus butat a -2 penalty, as do all other attacks in that round (penalty lasts for a full round thus affecting any AoO's).
At 11th: Frenzy Improves to +6 STR, +3 AC/Reflex.
At 14th: Gain Evasion instead of Indomitable Will, but only when in Frenzy.
At 20th: Frenzy Improves to +8 STR, +4 AC/Reflex.
Cant use Frenzy with any other form of Rage (or similar ability).
At least gives you an idea of some of the stuff in the book.