Gah, I'd need to fire it back up. Some things were pretty interesting, but others...
Gills, for example. Gills is terrible, because air capacity is of such a niche use actually spending talent points on it is an utter waste. It'd need something more, but I'm not thinking of anything that wouldn't be terribly hard to code (such as resistance to cloud-type effects, ferex.) off the top of my head. Maybe tack on some poison resistance or something akin to waters of life, just weaker and passive? Straight out waterbreathing and +stamnia/heal regen while under water?
Gimme' a mo and I'll give a quick "initial impression" pre-actual-use rundown of the talent list. Then maybe fire up my last attempt at the class sometime in the next day or so.
Here we go, prepare for wall o'text:
Okay, starting from the bottom:
Silent hunter would appear to be an almost straight up renamed stealth tree, except for thick air. Thick air itself is just... odd? The code appears to be kinda' broken, and it'll do no more than, like, one damage. Ever. It's also a little unsexy and almost exploitable; if I were going the code-tricky route, I'd have it constrict a chosen target (without breaking stealth) indefinitely so long as you're within 1/1/1/2/2/3 squares of the target, but heavily penalize your stealth while it's active. "Thick Air."
Thin air could get a bonus to success rate based on how low the target's air capacity is, so you'd have an easier time of pulling it off against pre-strangled enemies.
Since the first two talents are just named stealth2 and shadowstrike2, I have no idea what you might have intended with those and can offer nothing but possibly a suggestion to do something interesting with them
Shark Aspect: Maul is flat out swallow renamed

Easy suggestion would be to have it cause bleeding instead of having the swallow effect, with a passive effect of causing you to regain equilibrium while you detect (initially in LoS, but potentially outside of it later on) bleeding enemies.
Gills, as noted, is completely unsuitable for investment beyond the first point, if even that. Maybe actually useful passive effects, or perhaps an active component (something to do with poison healing, filtering stuff out, or resource regeneration?) of some sort?
Bloodscent should only work while in LoS of bleeding enemies, and possibly scale in relation to the number you can see. You could also give it a passive detection effect for bleeding actors.
Ram's kinda' unsexy, but the stun thing is a good idea. Problem being, you have no means of inflicting stun outside of the fourth tier rampage talent. Bonus against pinned or constricted targets would probably be a better idea, since you've got a number of pinning talents and constricting talents. It also kinda' sounds like it should have some range to it... maybe a fairly short 2-3 one, making it a mini-rush without the daze?
Eagle Aspect:
Eye swipe could use some number tweaking pretty badly, though I'm not actually familiar enough with the code to know what's going on with it; maybe ask around the IRC channel or the addon forum or somethin'. That said, a simple blind effect is solid. Not particularly interesting, but solid. Continuing the general theme, maybe have it do something extra against already blind targets?
Eagle Eye, I'm going to go ahead and say the theme with the second tier talent being a passive is kinda'... staid. Unappealing, y'know? Variety is the spice of life. That said, the bonus is solid early on, especially the visual range. Give it a minor scaling effect (maybe either with cunning or your eagle aspect tree investment) and it'd be a bit sexier, or possibly something interesting like have the accuracy bonus scale up the further away from the character the target is.
Wings of Wrath is Feather Wind without the extra encumbrance... or the defense... while still being a sustain

It could stand some sexifying. How, I'm not entirely sure. The "of wrath" thing kinda makes me think maybe some sort of scaling bonus for something besides movement speed based on how low your HP is? Some sort of offensive boost or passive effect that scales with movement speed?
Swoop's interesting. If I were going to change it, I'd make it so you can swoop through any number of enemies (up to the range, of course), getting the free attack plus potentially bleeding on anything in the line, kinda' like one of the cursed talents.
Treant Aspect:
Regrowth's solid and a bit expensive, but I'd call it about "right." As another "If I were going to do something interesting" thing, I could see making the entire tree change behavior while tangling vines is up; regrowth could cause an additional AoE proc of the vines effect, ferex, when activated.
Barkskin's, uh. 25 physsave, and nature res isn't bad at all. 25 armor hardiness is a little strange, but I'm not discounting it. If I were continuing the "while tangling vines is active" theme, I'd go with a vine-proc retaliation effect, sorta' like the black mesh.
Woodcutter's bane is... disarm. Without the damage. "If I were..." I'd make it a multi-turn active that tries to disarm everything that attacks you, a retaliatory disarm effect. "While vines" would give tangling vine effects a chance to disarm while bane is going.
Tangling vines is stone vines renamed

Frowny face out of the way, stone vines is pretty bloody awesome. What I'd probably suggest is nixing the physical component of the damage (so it'd be pure nature) and changing the pin to a 2-3 turn constrict, to continue the strangulation theme the werebeast seems to have going. And then adding all the synergy with the other treant talents.
Snake Aspect:
Venomous bite, the poison's weak, initially at least. Very weak. Strong suggestion would be to have talent investiture upgrade the poison type, and maybe bump the poison damage itself a bit; I'd say it should at least be a little stronger than the sustained stuff (numbing, crippling, etc.) in the rogue's poison tree. Beyond that, damage information for the poison effect and how it scales could probably stand to be added to the description. The pin part's cool, and a nice concept even if it's kinda' ripped off from the gravity tree

Agile slitherer... again, it's another second tier passive, with the "kinda' boring" appelation thing. That said, it's also flipping ridiculous. 25% reduction to combat speed at all times would be borderline game breaking in most cases. Combat speed boost should probably be two, maybe three percent per level. Maybe bump the defensive boost to compensate, or add pinning resistance or somethin'. Maybe have 5/5 give permanent free movement, ala the movement infusions.
Spit venom looks... kinda' familiar. Hrm. It's also kinda' unsexy. Type improvements with level would be nice. I could also see it changing area of effect with level... beaming at 3/5, cone at 5/5. That'd be pretty interesting.
Squeeze is functional, if unimpressive. Give it a hefty damage boost vs. already constricted targets, maybe?
Wolf Aspect:
Psiclaws is psiblades renamed

Some kind of differentiation would be nice. First thought would be to keep the damage modifier but ditch the armor penetration increase, and replace it with a chance to inflict debuffs; bleed at tlvl 1, cripple at tlvl 3, torment at tlvl 5, which each one remaining as you get access to the next -- so at tlvl 5 with psiclaws active, your attacks would have, say 50% chance to cause bleeding, above and beyond and possibly stacking with scoundrel's lacerating strikes, a 20% chance to cripple, and a 5-10% chance to torment. Maybe scale back the numbers, dunno.
Moon Shield's functional but boring and another of those second tier passives. Maybe give it an activatable component where you get a shield that scales with your combined light/dark/arcane res, while cutting down the current passive boost a bit? If you can't tell yet, I kinda' like dual purpose talents that have a passive and active component

The, uh, third tier talent is called "Rushing Claws2" and is, ah. Rushing claws. With a two at the end of the name. I'm not really sure what you'd want to do with it, really. I could see something interacting with the fourth tier talent, though, and possibly increasing in power the more allies you have out, or causing them to do something.
Forth tier talent... from the description, I don't actually have any idea what it does. It could stand some clarity, basically.
Looking at the code, it looks like it's cribbed the summoner's War Hound talent, which is probably a good start. First thing: Fix it so it's not called a war hound

Second... do stuff. Copying the summoner outright is kinda' boring, and going by the description it looks like it should be summoning multiple creatures. Start with two wolves, have the numbers scaling up linearly with talent level and ever other level improve the type, starting with zero so we can be sexy? So 0,1 (wolf) 2,3 (great wolf), 4, 5 (warg) six, seven, (Warg Titan

). The wolves themselves should probably be inheriting stuff (talents, passive effects, whatever) from your other aspect trees, or at least the wolf aspect one, and the talent should probably include some kind of passive bonus for you based on how many of your pack is out and about. The wolf's strength is its pack, and three wolves running together should be stronger than one running alone.
Predator and rampage are neat things to start off with. Can't really say anything there, beyond rampage having hilarious synergy with agile slitherer in the current version, though the general weakness of the class means it's not easy to break right off the bat (maybe later, I haven't got one very far yet

).
I notice there aren't any unique generic trees at all. I do like the spread it's got of 'em, as is, but maybe add one or two unique trees to 'em?
Finally, all that said, I will say I'm definitely kinda' interested and wouldn't have gone through all the effort typing that if I wasn't, so don't take the criticism to harshly

. Totally looking forward to see what else you do with the class, if you continue work on it.