EDIT: Just want to add that Gravity Well has a similar problem to Gravitic Emanation. Using it in human form locks you out of Dwarf Smite for the 20s cooldown. Not the end of the world for IO builds, but not great for SO builds.
Incandescent Strike on Peacebringer has the same issue. I kinda feel like a lot of this revamp has been designed with the assumption of a certain amount of recharge slotted which most people might not have on SOs alone. Which is only going to further exacerbate the power difference between a Kheldian on SOs and one on IOs, and it was already bigger than it should be relative to some other archetypes. If nothing else it makes using those powers kind of annoying at early levels when you might not have the slots to spare for some recharge.
Also a more nitpicky thing - White Dwarf has the same spelling mistake I pointed out before on Bright Nova, and a couple others besides. That and the last sentence of the description about being limited to melee attacks only is straight up false as Dwarf now has access to two ranged powers too. That whole description could honestly use some proofreading.
Also when playing at 20-22 I had a lot of the same feeling I typically get trying to play triform before - too many powers, not enough slots. That'll even out with more levels but right when you get Dwarf it hits real hard only have enough for two or three slots in all the powers you want more like five or six in. And it's still not as bad as having a million extra shapeshift powers on live I suppose.
When shapeshifted the three human form shield toggles are, with one +3 endredux SO in them, costing 0.19/s and granting 0.16/s. Before I put the SO in they were 0.26/s cost and 0.22/s refund. Good that it scales with the enhancement now but the scaling might need looked at if it's supposed to equal the cost because it's not doing that.
Also I know mez protection on Kheldians is a huge can of worms and not the point of this revamp but a lot of the time after getting Dwarf I'm basically locked in that form because of stray mez powers that start popping up on almost every mob in the 20s. And I still think Kheldians need to have the same mag 2 mez protection Arachnos Soldiers get in their first level passive power, just so any random mez doesn't completely disable two out of three forms but at the same time it's still low enough that the stronger protection in Dwarf form doesn't become redundant. For Peacebringers maybe remove it from Light Form if (and only if, please) it's added to the passive.