My list of notes on seeds:
[spoiler]
Manipulate: More of a general thing, but waterbender seeds need a better way of telling you how much water you need to use them. I think addng Manipulate into a form was intended to let you get around this, but it needs a better way of figuring it out. For example, say I want a 10-ft radius (12 5-ft cubes) mist effect, but I don't want it next to water. Should I have to use manipulate to move 12 cubes of water (DC +53!) or a single application of the manipulate seed into the form (DC +5)?
Water Whip: Good as it is, except Capture needs a mention about whether the target can breathe or not.
Tentacle(Octopus): Needs a clarification as to how many tentacles can be used at once to attempt to negate an attack. As it stands, it can be read that you could use all your tentacles at once to attempt to negate. If you can, a waterbender becomes an excellent turtle by virtue of having the ability to make 4+ attempts to negate per attack.
Ice Shard(Entrapping): Should work as per Ranged Pin (CW,p104), maybe substituting the modifier for something else.
Healing Water: Fine as it is.
Water Shield: Needs to clarify whether you are subject to the effects as well.
Steady Stance(Offensive): DC on the strength check?
Steady Stance(Defensive): Gee, wow, this works against...um...bull rushes? And...is there anything else that this would work on?
Pressure: Nothing really wrong with it, but it seems lackluster.
Water Walk: I would say DC 40 is a bit high to to focus for free on waterwalking, but since the swift focus is just DC 25 and there's not much else a waterbender could do with their swift action, it's probably fine.
Propel: Definitely added just to adhere to canon. Could be replaced with a sub-seed under manipulate.
Armor(Ice Armor): Needs a clarification regarding making higher masterwork level armor.
Armor: Needs a clarification if it can be used over regular armor. Liquid would make sense over regular, but not ice.
Wave: Useful, well-written. Needs an augment on Transport.
Golem: Definitely well-done, but the example for Enhancement needs to be rewritten, since adding +5 to two scores would require a DC augment of +20, would it not?
Feel the Flow: Needs a mechanical definition of its benefit. At the moment, it seems to suggest you can pinpoint their square, but they would still have total concealment relative to you.
Bend Plants(Entwine): Flavor text suggests that the vines should have some sort of natural attack so they can damage foes caught in them.
Blizzard(Snow): How much water is needed? I get the feeling that starting with the mist seed would summon the proper humidity for it. Then, however, would it use up all the mist and remove the mist seed's effect, or just get snowy and misty?
Blizzard(Ice): If the snow was summoned with the Snow seed, does that seed need to be used again to summon more or does the snow just settle again? Probably the latter, I'm thinking.
Bloodbending: "This seed takes the bender's full turn..." seems out of place after the first sentence, unless it was meant to disallow quickening the seed. Would it be unbalanced to let the bloodbender try for a DC 60 check to get a move action in addition to the targets full round?
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