These are so impressive. They demonstrate a deep understanding of Fabula Ultima's design philosophy and systems, as well as the intended flavors encompassed in each class, to the point that I would have thought they were official rules (even if they didn't have the perfect formatting). Many of them feel like they belong in the core rulebook!
Like others have said, they might work best with a separate progression for noncombat skills and combat skills (i.e. official rulebook skills) so that characters aren't penalized for taking noncombat skills by being effectively underleveled for combat. Maybe gaining a noncombat skill once in between each level up or something? There are only a couple of them that could unbalance this approach (e.g. by disabling enemies, preventing damage, or affecting IP / IP usage). If I were GMing I might also disallow one skill that gives the party bonus XP in some very specific situations, or just change it to grant a bonus Fabula Point instead.
As mentioned, the formatting is on point. There are a couple typos (in "Bad Reputation" and "Unfettered Brilliance", maybe others). Also the document's title when opened in a PDF viewer is wrong. None of the errors interfere with the clarity of the rules, however! I look forward to playtesting these with my group.