There is really lot of things in this package and Survey page could be formatted better, so maybe just one maneuvers that stick out IMHO.
Adamant Mountain:
Heavy stance:
expertise in Str(athletics) is nice.
I would change partly ignoring difficult terrain with partly ignoring forced movement.
Like reduce forced movement you suffer by 5 or 10ft. Depends on balance.
Unbreakable:
Seems kind of expensive. 2 pts, maybe even 1 point is enough. You don't go down that often, and when you do, this has usage only in 45% of death saving throws. And it costs a "slot" for having it.
Mighty melee:
This also feels expensive:
5th level maneuver, 3 pts, one less attack for extra 1d8 damage?
Even if you are a 20th level fighter with 4 attacks and Polearm mastery: it's 4d10+1d4+25 vs 3d10+4d8+1d4+20, 49,5 vs. 56 damage.
6,5 damage for 3pt cost and 5th level maneuver. If you have a +3 weapon it's only 3,5 damage more. Not to mention that it is better to have 5 instead of 4 attacks. If you add +10 damage from Heavy armor mastery, this maneuver is pure DPR loss.
Biting Zephyr:
Double shot:
I feel that this would be better as Action(technique) than a bonus action tax beforehand.
Otherwise, it's good.
Farshot stance;
more or less OK,
30/60 would be better, but I will address this again real soon,
Ricochet:
Same as Double shot, should be technique,
Distant shot: oh god, why...?
this is the worst:
4th level maneuver, cost 2 pts, cost bonus action, for what? ignoring disadvantage on long range for 1 round?
my suggestion: delete distant shot, rework farshot stance that it gives no disadvantage at long range. keep long range the same, no increase from the stance.
Horizon shot;
delete or put some reasonable distance limit on range. Reduce the cost to 2 points and only normal attack cost.
I.E: you can attack a target at 3× your weapon's long range without penalties for range or cover.
Mirror's Glint:
Flowing form:
Disadvantage on perception is not needed and will probably be forgotten most of the time...
Heightened reflexes:
As something that boosts your reflexes, it seems weird that you have to prepare for it in advance...
Just make it work as: when you could take a reaction and you do not have a reaction left, spend a point to make a reaction. Limit 1(or maybe 2) extra reactions per round.
Mist and Shade:
Mugging hit:
Should be a reaction after you make a hit.
Rapid Current:
Charge:
No need to punish a class that has Dash as a bonus action...
Rapid drunk:
should be a 1st level maneuver,
First blood;
maybe too expensive at 3 pts,
Razor's Edge:
Dangerous strikes + Perfect edge stance;
no need to limit crit on 17-20. Do hate Champion Fighters that much?
Perceptive stance;
No need to limit it just to combat,
Death blow:
reduce attack cost to 2, just double the damage rolled if attack roll would also be a crit.
Sanguine Know:
Dual grapple:
this should be default grapple,
Spirited Steed:
Mounted charge:
again, classes with Dash as bonus action should not be punished by this maneuver.
Also, it's very circumstantial, so 2 pts might be too much.
Trample:
it should be your mounts FULL speed.
change cost to 1 pt per target,
add targets size of your mount can be targeted by they make saving throw with advantage. Targets 2 or more sizes smaller than your mount, make saving throw with disadvantage.
Sacrifice mount:
should be lower level and cost less,
Tempered Iron:
Striding swings:
need clearer wording of ability.
Tooth and Claw:
Springing stance:
just double the default values.
Expert tumble:
Just make it 15 or 20 feet. No need to punish fast characters for being fast.
And it could make difficult terrain be a factor.
Unending wheel:
Throwing stance:
it should be with all weapons, maybe exclude Heavy weapons.
Preternatural Strikes:
this could be a stance.