Good Stuff
I really like the flavor of the setting, and the classes and adjustments seem to fit well together thematically. Of course, I have only given it a cursory read, but I love the feel of the setting.
The monk styles are excellent, and many of the new classes (like the Ninja) are very good and seem balanced. Some of the prestige classes that I read (like the philosopher) seem a little weak.
I like the changes to the sorcerer, and the witch is a good replacement for the Druid, if perhaps a bit strong. The druid was strong enough as is before giving it the ability to curse, though this might be offset enough by the replacement of the animal companion with the familiar.
I love the Dragoon. Seriously. That is such a great class. It edges close to overpowered, but a more serious problem is that with it in the book there is little reason (other than a roleplaying reason) to play a fighter. The fighter has, perhaps, one or two more feats to play with, a hit die one step bigger, heavy armor proficiency, tower shield proficiency, and one more weapon group proficiency. It is slightly more versatile in the choices it can make.
In comparison to the Fighter, the Dragoon gets almost as many bonus feats (though some are chosen for him), a far broader skill list, two more skill points per level, precise attack damage at high levels, and much better flavor. I don't know if it is a problem with the Dragoon as is; as I said, it is close to overpowered, but perhaps not. The fighter is bland and weak in comparison. It is really a problem with the fighter. I think that you may have done what I often do when designing classes, which is get so caught up in adding the abilities I think the class 'should' have for flavor reasons, and then making the class an obvious choice in place of another class in the setting.
My recommendation: change the fighter, or jettison the class. Especially in the setting you have created, the overall weaker fighting, lack of flavor, and weak out of combat prowess make the fighter a sucker's choice. Perhaps you could add some skill points, or make the fighter able to use armor more capably than other classes, or both. The damage reduction rules from UA punish armor users, I think; they are likely to ensure that players never have characters that wear armor. Why not use something like the damage conversion rule, or a modified version, instead?
I don't know, but I think something should be done about that. Otherwise, I like the setting a lot, the rules give a very good feel for how the campaigns and politics play out.