After further feedback and some rethinking, here is another crack at the abilities.
Some of these are halfway between suggestions I have received and my own picky sensibilities. I am considering taking KC's advice about Brutality and allowing Warriors to auto-kill opponents with 1 HD. I'm not sure if I"m ready to try that out again.
So, here we are:
Warriors: Pick one special ability at 1st level.
*Veteran's Luck- As written. This is the default Warrior special ability.
*Brutality- Against opponents with 1 Hit Die or less, the Warrior may make a number of attacks equal to his experience level.
*Dead Eye- Once per combat, the Warrior can make one attack that will not miss on the roll of anything other than a natural 1. This ability must be declared before the roll is made.
*Resilience- The character gains +2 hit points at 1st level, and gains an additional +2 bonus hit points every time the character gains a level.
Experts: Pick one special ability at first level.
*Like a Charm- As written. This is the default Expert special ability.
*Learned- The character gains 4 skill points per level.
*Specialty- Pick a specific skill, such as Tech/Postech or Persuasion. Once per day, the Expert can make a skill roll with that skill that cannot fail unless a "natural 2" is rolled. This ability must be declared before the roll is made.
*Skin of Your Teeth- Once per game day, the Expert may automatically pass a saving throw. This ability can be used even after the GM declares the results of a failed saving throw.
Psychics: A Psychic gets a special ability based on her primary discipline.
*Biopsionics- A biopsi may roll hit points twice at each level and take the best result.
*Metapsionics: Once per day, the metapsi can force an opponent to fail a saving throw vs. one of the metapsi's psionic powers. Alternatively, the metapsi can instead automatically save against a hostile psionic attack directed at him. This ability can be invoked after the original saving throw is rolled.
*Precognition: +2 to individual initiative. When using group initiative, the precog and another party member both roll for initiative, and the group may take the better result.
*Telepathy: Once per day,the telepath can determine if someone has just deceived him. He doesn't necessarily learn the truth, but he knows that something is a lie. This ability may not work against AIs or aliens with very different thought patterns, at the GM's discretion. The target may resist with a Mental Effect save, though he doesn't realize he has been telepathically probed.
*Telekinesis: -1 Armor Class.
*Teleportation: Once per day, the jumper can "slip" an attack or an area of effect hazard (typically something that would require an Evasion save, like a grenade blast or an avalanche.) The attack is considered a miss (or the save is considered successful), but the jumper is stunned for 1d4 rounds afterward. The jumper can declare this ability even after the GM announces the damage taken or results of a failed save.