I haven't seen much talk about these as a whole so here's a thread about my thoughts on them(sadly just in theory rather than playtested). Second opinions welcomed.
Way of the Crab:
Being able to wear plated Armour while carrying a heavy weapon without penalty is nice (although depending on the campaign the penalty might only come up very rarely. I feel like the effect of reducing severity is rather narrow though and the fact that it's once per scene is a further burden. I don't think this is very strong.
Gaze into Shadows:
I don't like how ultra specialized this is, especially given that there are other abilities that effectively outright negate strife results. Also it's really weird that you can't turn ring dice to sides with opportunity.
Speaking in Silence:
I like this, social encounters have more use for opportunities than for successes and its broad enough to be applicable every session but not every scene.
Way of the Crane:
The way criticals work in this I don't think that this is very useful until high ranks and even then its still more narrow than a lot of abilities. Also it's for duelists and the most effective use for it is killing people when you'd otherwise just hurt them which seems counter-intuitive.
Kitsuki's Method:
I like that this kind of acts as a substitute for an investigation skill (which is still something that I think the game lacks). I dislike that it discourages increasing skill ranks.
Blood of the Kami:
This scales in breadth rather than effectiveness and I don't think that the breadth scales as well as the effectiveness of most other similar abilities.
Way of the Lion:
I think that this is bonkers. It has double scaling since for each rank you get a removed strife and a bonus success and the way checks work means that you can spend strife you just earned for the effect (so duplicating the fire stance effect except you can get rid of the strife (and you can cross this with strife you already had)) so you don't need to have as much strife stacked up prior. At high levels it lets you consistently one-shot pretty much any human if you're using an otsuchi. The restriction to skirmishes and mass battles doesn't really make it more fair since a lot of other (less powerful) effects will nearly always only be applicable in those.
Heart of the Lion:
Like way of the Lion the second half of this double scales (as long as giving your target strife is useful) but inflicting strife is less powerful than the bonus successes so it's more useful. If you're not using it to double scale and are instead having it transfer strain around a group I think it's good.
One with the Elements:
This is very simple but I think it's fine.
Way of the Phoenix:
This is very simple but I think it's fine.
Weakness is my Strength:
Given that this needs a) a known disadvantage on a target, b) a scheme action, c) gm discretion and d) a void point I think that this should do more than re-roll dice. If it gave something more substantial I think it would be perfect.
The Path of Shadows:
This is another ability that double scales but I imagine that the trigger condition is less common than the others and often you'll only get leverage out of one of the two scaling forms.
The Way of Names:
This is perfect imo.
Born in the Saddle:
This is extremely gm discretion dependent but I like the flavor. The issue is that, unless TN can be negative, the scaling will often be capped.