Loremaster and occultist have as prime requisites Int and Wis, while the Ceremonial Value says that characters with it should have a prime requisite of Int or Wis. (That said, this might be an intentional choice, which I would not argue against at all, since Int and Wis are both very important for ceremonial classes.)
It is intentional.
Next up; the revised venturer appears to have HD 1, Fighting 1, Thievery 3, with 1250 listed as its cost. They appear to have nine class powers (Mercantile Network, Bargaining, Hear Noise, four bonus languages, Read Languages, Riding/Seafaring, Avoid Getting Lost, Diplomacy, Bribery), plus a tenth spent to get their armor and weaponry both up to Broad (since Fighting 1 normally can't pick broad in both). Were they supposed to have a d4 Hit Die? (I'm guessing d4 HD since that would make their XP cost correct, but d6 HD/increase XP cost to 1,400/lose five class powers would also be an option.)
Venturer: HD 0, Fighting 1, Thief 3; 10 thief powers. Powers: mercantile network, expert bargainer, hear noise, read languages, avoid getting lost, diplomacy, bribery, armor training, bonus languages, riding or seafaring. 1,250 XP.
Hit die is incorrect. Thank you for catching the error!
Warmistress appears to have fighter damage bonus only on melee and thrown weapons due to the phrasing in Charismatic Ferocity (1 tradeoff). They also trade armor down to leather (2 tradeoffs), weapons down to Broad (1 tradeoff), and cannot use shields (1 tradeoff), for a total of 5 tradeoffs. Their XP cost is as appropriate for 4 tradeoffs (Fighting 2 + HD 1 + Thievery 1 = 1700, plus 600 = 2300). Their actual class powers are 5 at first level + (3/13) + (7/11) = 7 powers, which is appropriate for their four tradeoffs. I think this is more of a 'charismatic ferocity is worded weird' issue than an actual math/design error, since Charismatic Ferocity lets you apply Cha mod to damage on melee/thrown weapons; but since missile weapons don't add a stat to damage, it doesn't apply there. If the intent is that the fighter damage bonus still applies on missile weapons, but the Cha mod does not, then it's just confusing phrasing!
Warmistress: HD 1, Fighting 2, Thief 1; Damage (1), fighting style (1), armor selection (2), weapon selection (1) traded for 5 class powers (charismatic ferocity, graceful fighting [counts as 2 - one for initiative and one for AC], naturally alluring, weapon finesse); 3 class powers from thief (provoke passions; death-dealing dance at 3rd, 7th and 11th level, zealous followers at 9th level, unconquerable soul at 11th level; calculated as one class power taken at 1st level; one class power traded in for class powers at 3rd and 11th level; one class power traded in for class powers at 7th and 7th level; and one of the class powers at 7th level traded in for class powers at 9th and 13th level) Result is 6 class powers at 1st level, plus 1 at 3rd, 7th, 9th, and 13th level, plus fighter saving throw progression 5th and 9th level powers.
As far as the warmistress's fighter damage bonus, normally you can choose EITHER all melee or all missile attacks. I thought it would be interesting to instead say "all one-handed melee an all thrown missile attacks". I then made Charismatic Ferocity parallel with that. You are correct that thrown weapons don't get a damage bonus from STR, but they do from CHA using Charismatic Ferocity. It's a slight conundrum because if I say CHAR FER only applies to one-handed weapons it puts it out of synch with the damage bonus.
The easiest way to solve it is to add a rule to HFH that thrown weapons benefit from STR bonus. Then CHA FER is harmonious. I'd be happy to hear thoughts on the issue of damage bonuses for STR and DEX on thrown and missile weapons.
Looks like I did calculate the XP wrong - 5 class powers x 150 = 750 so it should be 2450. Thanks for catching that. Going through all the classes now and finding lots of XP calculation errors. Could I send you a revised draft to review? Email me if so, Aryx...