My biggest beef is the soulmeld appearances. I realize that the comparison to anime is thrown around WAY too much as a derision, but when a big goofy quasi see through chimera head appears over your own, I cant help but think Yu-Gi-Oh. The system would be better received without the stupid descriptions and art. So I ditched them entirely. same with the alignment descriptors on melds (since our game doesnt use alignment). You're still limited to one of the fields, its just not necessarily tied to your place int he cosmic order. So if you're a good guy who focuses more on offense, you could access the normally evil ones. Or if you're an orderly type, you could take the chaotic oriented speed boosts if that fit your concept more.
Mechanics wise, the incarnate feels like the best jack of all trades class there is, and puts the binder to shame IMO. It really seems to call for a level or two of either fighter or rogue, but it yields a very fun character. Same with the totemist.
The soulborn just felt dull in comparison to the other two. At first glance, it also felt weaker than the others with a few levels of fighter or what not thrown in, since their melds are fewer and (generally imo) inferior. I'm sure someone who took a larger interest in the class can prove me wrong, but I've never liked the weak casting progression hybrid classes.
Balance wise, it seemed pretty good. The feats however, largely felt on the weak side, as unlike regular melds you had to invest essentia for the full day in them. I'm not sure about letting people slide essentia into them on a round by round basis though... perhaps letting it be moved over the course of a minute might make them more balanced.
If anything would be over the top, it would be a rogue/incarnate combo, as they can pump certain skills over what a rogue would have at the equivalent level. However, since they are trading sneak attack dice, special rogue abilities and actual skill points, I dont know how much of an issue it would be.