The only things I see that could be a problem in this publish are:
Moving shot: too many adjustments, but the "Always Physical Damage" is the biggest potential nerf. assuming the HCI penalty isn't a ridiculous amount... (I'll wait until after testing this to get into more detail)
Corpse Skin: affecting cap resistances regardless of "focus spec", Alchemy-Necro-Mage = one of the next big things.
Alchemy change,
Finally....
It's funny because there isn't a person that's complaining about this that doesn't have alchemy in their template already.... sad day. -sucks you got used to having 30% SDI, the best defense & the best possible consumable bonus (heals/damage/utility)... now you gotta get used to something with trade-offs...

better go flock from Alchemy to Poisoning... and hope that doesn't get any nerfs down the road (lol).
The objective is to allow people to play what they
WANT to play and still be competitive, right now you're either extremely good with an underpowered template or your forced to play the same garbage everyone else plays. the easier option is always going to be what most people do/did play the same template(s) everyone else does.