Specialization is for insects, and spellcasters
When rolling to attempt to copy/learn a power within your specialization, you roll twice and keep the better result.
You get IntMod re-rolls on your manifestation tests for powers within your specialization.
Specialists get a number of powers as they level up.
Chronopath gets a limited Quicken ability, the ability to make objects/constructs age faster (destroying or damaging them; yes, you can age the locked door into dust), initiative modification stuff, and at higher levels, a version of 3.5's Time Hop that also deals damage.
Metamorph can give small amounts of max HP (at 20th level, 11) + advantage on death saves for an hour, a healing touch that costs strain, better senses, a slow raise dead and potentially a "raise self after 1 hour," and at higher levels anyone you've boosted gets disease/poison immunity, +10' speed, and your IntMod to damage 1/rd. I was hoping for more of a self-buffer, but this is the "emergency cleric" option.
Pyrokinetic gets cold powers. Just kidding. He gets an innate fire generation/throwing ability, then later can turn fire damage into force damage, let allies succeed on saves vs his powers, his fire gets better, and can cause enemies to catch on fire for 2*PB damage/round when they catch on fire.
Resopath is a "reshape reality" type caster. He can create movable difficult terrain, summon a CR 1-6 beast (scales w/ level), create objects from nothing, and make his difficult terrain attack enemies on it.
Telekinetic can use a reaction to boost an ally's AC a few times per day, boosts forced movement, can redirect misses caused by the AC boost to hit enemies, and can fly and move willing creatures around at higher levels.
Telepath does what you'd expect, plus gets bonuses on social checks, the ability to make enemies who fail saves against TP powers temporarily unable to attack the teep, spread lots of Help around to people within the telepathic bond, and to make telepathy powers either do more damage or force enemies to honestly answer a question.
Maverick does a bit more damage, can cut strain received a few times per day, can cause enemies to make a save or take damage when YOU accumulate strain, can Uncanny Dodge for strain, and can occasionally just maximize damage.
There are 23 pages of powers, a Gemstone dragonborn that gives some minor psionic powers depending on which stone you choose, and 5 feats. Two are equivalents of spellcaster feats from 5e, one lets you use "I gained strain" to get a bonus on a roll, another gives you more powers known, and the other rolls up a few minor psionic benefits.
There are a couple of pages of magic items...one staff per discipline, and some other items that you might generally expect, for power storing, consumables for strain reduction, a +x to attack roll/DC orb, etc. I like the light armor that gains 1 charge per strain you accumulate, and then can discharge them at a creature within 60' for 1d6 force damage per charge (Dex half).
There are some creatures and NPCs, but the other meat to look at is the powers, which I'll have to do later.