Alternity - Critique my aliens

By macd21, in Star Wars: Edge of the Empire RPG

So I've decided to try running an Alternity campaign using the Edge of the Empire system. To that end I'm trying to come up with rules for the PC alien races. I have not, however, actually run or played EotE, so I'm concerned about how balanced they are. Anyone want to throw an eye over these stats and see what they think/suggest changes?

Weren:

Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 2, Presence 2

Wound Threshold: 14 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 90xp
Natural Weapons: When a Weren makes Brawl checks to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3
Camouflage: Weren gain a Boost dice to Stealth rolls based on sight
Primitive Culture: Weren add a Difficulty dice to any attempt to use any piece of advanced technology (computers, blasters, starships etc)

I decided to start with the Weren, as they have a fairly direct analogue in the Wookie. Their stats are therefore fairly similar, dropping one Int instead of Willpower. The natural weapons and camouflage don't strike me as being too powerful. Is the primitive penalty too harsh?

Mechalus:

Brawn 2, Agility 2, Int 3, Cun 1, Will 2, Pres 2

Wound Threshold: 10 + Brawn
Strain Threshold: 9 + Willpower
Starting XP: 100
Mechalus begin the game with one rank in Computers and one rank in Cool. They may not train Computers or Cool above rank 2 during character creation.
Cybernetics: Mechalus start the game with an internal comlink and computer access link. A Mechalus may install a number of cybernetic enhancements and replacements equal to his Brawn rating +1 (the above links do not count towards that limit).

My main concern here is that they might be underpowered. The extra skill training is nice, but the cybernetics are just some free equipment at game start. Not sure how useful the ability to add one extra piece of cyber would be. I'm considering giving them a discount on the cost of cyber as well (to represent the fact that merging the systems is easier and therefore less costly - the Mechalus already has some of the connections 'built-in').

Sesheyan

Brawn 1, Agility 3, Int 1, Cunning 3, Willpower 2, Presence 2

Wound Threshold: 9 + Brawn
Strain Threshold: 11 + Will
Starting Experience: 90XP
Sesheyans begin the game with one rank in Coordination. They may not train Coordination above rank 2 during character creation.
Night Vision: Shesheyans may remove one Setback dice imposed by dark lighting conditions. However, they suffer one Setback dice to Perception checks in brightly lit conditions.
Flight: Sesheyans may fly in any environment with a significant atmospheric pressure (at least half that of Earth) and gravity equal or less than Earth's. Note that Sesheyan's do not suffer falling damage as long as they are free to use their flight ability.

T'sa

Brawn 1, Agility 3, Int 2, Cunning 2, Will 2, Presence 2

Wound Threshold: 9 + Brawn
Strain Threshold: 10 + Will
Starting Experience: 100XP
Natural Armour: T'sa add +1 to their default soak
T'sa begin the game with one rank in Charm and one rank in Mechanics. They may not train Charm or Mechanics above rank 2 during character creation.
Initiative Bonus: T'sa add one Boost dice to their initiative rolls.

The Fraal

Brawn 1, Agility 1, Int 3, Cunning 2, Willpower 3, Presence 2

Wound Threshold: 9 + Brawn
Strain Threshold: 12 + Will
Starting Experience: 90XP
The Fraal begin the game with one rank in Perception. They may not train Perception above rank 2 during character creation.
Telepathy: The Fraal may communicate telepathically. They can speak directly into another sentient being's mind, at a distance of (Willpower + Int) meters. This is one-way communication, unless both characters are Fraal. If the target does not want to receive the telepathic messages, it can shut them out.
Psionics: The Fraal may replace his starting specialisation with the 'Force Sensitive Exile' specialisation at character generation.

I considered having the Fraal start with a 'Force' (I'll be relabeling it 'Psionic') rating of 1 at character gen, but I'm assuming that would be pretty useless without any powers to use it with (and the specialisation gets Force 1 anyway).

I'm considering giving them training in another skill, to boost their viability. As it is, I'm guessing they'll be pretty poor in combat, so should I increase their value in non-combat scenarios to compensate?

So, any comments, suggestions? If these races were in SW, would you take one over one of the standard SW races?