oops I checked up the planar traits and just read the terrain ones as what I assumed they were, my bad.
And I was wrong its tremorsense rather than blindsense, hmmm, so go scout ten and you get blindsense then scout 20 for blindsight then its a choice of horizon walker 6ish and tremorsense. Pretty funky.
I like the idea of alignment for weapons thats nice.
Playing around last night I made a couple of scout/horizon walkers (getting the +4s right I now notice

). In a little of a rush right now so wont post the stat block, though you're right they do get some tasty skills, hide 23 at 7th level without gear dex +5 small +4 ranks 10 terrain mastery 4, by the time you wear your cloak of elvenkind +5 and get invisible you have a tasty 48 aint gonna be spotted ever!
The ranger horizonwalker was interesting you end up with about 2 spells and a 1HD animal companion though which will be a little upsetting watching tiddles go splat so often (forgot about natures bond, that makes it a little better). Main deciding factor was the extra skill points, mmm skill points, all those plus fours mixed with synergy bonus' gets you a fair few skills 6 above max ranks.
On the shifting plane trait, I read it as dimension door "anywhere" (as in on any plane) every 1d4 rounds, is that right or just on limbo and such?
Hmmmmm, having an idea now for a ranger horizon walker with natural bond and mounted combat on their animal companion.