Okay, do this thing!
Note: all bending PrCs might have a minimum BL requirement. Also, some names might change if we think of better ones. And lastly, I'm thinking out loud here. Nothing's set in stone, I'm just rattling off things I like to see.
Well, other than the name on Puppeteer, I like that idea. Change description to bender who focuses on controlling creatures. Actually, I kind of like my constructor idea. So we might be able to split them. A PrC focused on bloodbending (the Puppeteer), which focuses on controlling other creatures (and himself, there is no reason you wouldn't be able to control the water in you). Gains better healing abilities, better blood bending abilities (including some immediate action ones maybe?), and some way to utilize it on yourself. Master of the body, sort of thing. I just don't see how this ties well into golems. Requires Bloodbending as a seed, and Healing Waters. Also something else, probably a skill requirement (bluff? Diplomacy?) or feat requirement.
The Engineer: open to all benders with a golem seed. focuses on making a better golem, and more of them. Gains the ability to create multiple golems with the same concentration actions (maybe as many as 3 or 4 with the same concentration, that can lead to as many as 3 or 4 strong, 3 or 4 weaker, and 3 or 4 weaker still, so 9-12 golems, pretty sweet), better golems (some stat boosts on your golems, maybe some more abilities for your golems at the same time), and possibly something else, like golems persisting beyond your concentration (limited times per day, not long), and maybe multiple checks to create multiple golems at once. Requires ranks in Know: (engineering), and Golem seed. Possibly something else, probably not. If so, maybe a knowledge skill.
Eclectic Sage: Any bender, takes the ideas of opposing disciplines and applies it to theirs. Gains extra uses for known seeds, but does not allow to bend opposing elements. Gains some class features of others, and access to new seeds, inspired by other disciplines. Lightning goes here, take it out of fire. I'm sure we can think of something for each other element. It's a bit of work, but it will be totally worth it. Requires Know: (bending). Also something else. Definitely something relating to each bending discipline.
Warrior of the Elements: improves IL and BL. Gains some maneuvers and stances, gains some seeds known, but not as many as straight either class. Grants stance(s) based on element and a specific discipline (think of a good one! Maybe based on an element and the closest discipline) and other combination abilities, like the ability to use maneuvers with bending forms as if they were a favored weapon of the corresponding discipline (see stances) and as if the were melee weapons, so blasts can use melee maneuvers. Maybe something else though, I'm still getting into ToB. Requires level 3 maneuvers of the corresponding discipline, and seeds from your bending class. Also require ranks in Know (bending) and Martial Lore. Possibly something else thematic.
Mindbender (name change, already a PrC called this): Improves ML and BL, granting some abilities to spend PP for either a bonus on your next bending check or some other bonus. Also as you level grant more combo abilities. Most of them psionics-->bending, rather than the other way around.
Breathstealer: New name, or change description. Sounds like you steal their health for you. Also, I feel that these should encompass basic bending philosophy, not opposing. That's what the Eclectic Sage is for (and possibly some other ones for specific elements). So air would encompass freedom. I'm thinking spring attack usage, and FBA usage. Use speed to avoid hits, and use speed to land hits. Accurate, and the accuracy is deadliness. Doesn't hit hard, but hits well. I'm thinking....grant skirmish. Maybe an accelerated, or varied skirmish, but probably not. Gains the ability to "dervish dance" while using SA or FBA and an airbending seed. Use only with melee attacks or bending attacks. I like this PrC to add that, and not the base class. I don't see the airbender as specific enough to grant such a shoe-horning ability. It should be something like a speed bonus (assisted travel?) and some abilities to add to jump and balance checks. For this PrC, I'm liking something like granting an additional number of attacks during SA based on class level, and flurry of blows dealies. So you've got skirmish dealing your damage, and your accuracy....an additional class feature that grants a bonus to attack while moving. Requires: the flight seed, know (bending), tumble, and expeditious dodge+mobility. Grants SA at level 1, grants FBA at some level (maybe 1, maybe later).
Stoneshadow: earthbender gets Decisive Strike (accelerated progression to get the level 11 ability? As a capstone...), and other martial abilities. Utilizes bending to aid melee. Steadfast defense and steadfast offense. Hit hard and slow, get hit hard but not. Grants accelerated DR progression, and possibly other defensive abilities. Grants DS (as stated) and other offensive abilities. No balance between the two, just keeps on going. By no balance, I mean not an adaptive defense. I mean the defense and offense are set, not fluctuating, not adaptive like water. Requires know (bending), earth armor, and endurance. Possibly diehard, or grants diehard, and maybe toughness makes a showing here somehow.
Heartfire: firebender focusing on the fire of life. Grants bonuses to physical things of himself and allies, and takes fire out of enemies. Uses the natural fire in others to fuel bending, even. Grants healing abilities, buffing abilities, harming abilities, and debuffing abilities. New seed maybe? Uses the fire of others: deals HP (stat? I bet HP would be better) damage to make bending forms more powerful (bonus on bending check? Target is the origination of the source? Lowering of the DC, lowering of the enemies HP, as long as they are affected?). Grants fire to others: bending check (new seed?) to heal others and bolster them, bolster by means of a bending bonus to str, dex, and con, or maybe flat temp HP and temp attack/damage/AC boosts. Increases in effectiveness with level. Requires know (bending), heal, some fire seed (not sure which one yet fits), and a feat. Not sure what fits best.
Master of the Bent Way: waterbender focusing on turning opponents strengths against them. Gains improved ability to use Deflect Attack, and the ability to use it from further away (to protect allies). Gains use from Dodge, combining it with this. Gains the ability to reflect attacks, rather than deflect, possibly only against dodge targets. Gains better dodge bonus, and the ability to split it up. Also gains more uses for the Octopus (Tentacle) seeds, and the ability to use it in conjunction with DA and Dodge. Possibly allow ally protection to only deflect, and later allow reflect as well. By reflect I mean AoO use. Requires dodge, know (bending), balance, and possibly something else.
New ideas: not sure on prereqs for these, these are more flowing than the above ones. These are really unformed as far as ideas go.
Breathstealer: the real breathstealer. Airbender focused on using the air around to hamper opponents. As in, eventually actually get to steal breath, by creating a vacuum in front of the enemy's face. So the ability to suffocate. It will be hard to do, and maybe be a 1/so many rounds thing. Also gain the ability to change the pressure of air around the limbs of enemies, makings them move slow when they need to move fast, and fast when they need to move slow. This manifests as penalties to attack/damage/AC/movement skills. Favors up-close combat, also gains the ability to use those eddies that so hamper enemies to improve their own skill.
Masters of the Flowing Rock: for earth, these are the Dai Li. Specialize in using earthbending to help movement, and a free moving, flowing fighting style. No, it's not inspired by air and water...what are you talking about....
This is one of those "contrary classes". Utilize bending to aid in movement, and utilize movement based attacks, and the restriction of movement for opponents, not unlike a combination of Water Whip and the "Breathstealer", the non-new idea version (the air philosophy PrC above) that is. Also maybe grant a way to hide. In rock. And a form of evasion that is you melding into rock. Maybe some immediate action movements that put you into rock, thus blocking LoE, making it hard to attack you. Requires maybe opposed checks of some sort, so it can be at will (but restricted by being an immediate action).
Now to some seeds.
Starting with earth....after lunch.