I really like this idea. I hate Greater and Lesser Powers because I never think to use them. That's why LAME's plugin that changes all the stones to be permanent effect enchantments saved my life. Your ideas are also really unique. The definitive Birthsign mod for those sick and tired of Fortify effects and powers? Perhaps. I've got a few suggestions though. Keep in mind that if any of what follows destroys your vision for the mod, ignore it. I don't want to try to rewrite your own idea.
Apprentice:Unless a character is very specialized, I think a 10-spell limit is too strict. My character generally has one regular Target Destruction spell, a Target Area spell, a Touch spell, sometimes a Touch Area spell too, at least one Restore Health spell but usually two in case I'm running low on magicka, a Restore Fatigue spell (absolutely necessary with Realistic Fatigue), a Light spell, at least one but usually two or three Summon spells, a Feather spell, a Shield spell, an Absorb Health spell, a Cure Disease spell, sometimes a Restore X Attribute spell, an Invisibility spell, maybe a Frenzy or Command spell (LAME adds several fun ones), one or more of the Gather Ye Rosebuds spells, a Damage or Absorb Magicka spell if I get my hands on a Spellfire spell from SM, and probably a few more I'm forgetting. That's in the order of 15-20 spells not including the option of having different elements for my Destruction spells, Fortify spells, or assorted spells that could come in handy. I would have a pretty hard time cutting it down to 10 at a time. I understand that's the point, but it makes the sign a definite no-go for me. Even a bump to 12 would be more balanced I think.
Also, a 2-point bonus to five skills isn't that impressive, especially when the player will have to focus on only a few of them to stay under the spell limit. And are you forgetting/not including Illusion? Maybe replace this with something, like a constant magicka regen bonus or boosted Willpower.
The Atronach:Compared to the Speed and Shield effects of the other two, Fire's Reflect Damage is too powerful. Like Shield, Reflect Damage will reduce damage taken, but unlike Shield is not limited to 85% and deals the damage BACK to the enemy. Reduce it to 5% maybe.
Because summons can last forty seconds and cost only around 50 magicka to cast, nearly 1% gain (per second or per tenth of a second?) seems overpowered. That's not counting any summons the enemy might have. And mods like SM or LAME (I think LAME?) allow the player to summon multiple creatures. If this stacks that would be scary. Not sure what to do otherwise though. Love how you got rid of the silly Spell Absorption and jump-in-front-of-fireballs tactic though.
The Lady:Heh, I was almost going to suggest this as a Lesser Power, but then I recalled how I loathe Lesser Powers. How about as a part of Peaceful Reproach, enemies stop being aggressive towards the Lady? So basically you can walk into a den of bandits and not get a hair out of place until you start causing mayhem with your fists/spells. Would be interesting for roleplaying purposes, and not really unbalancing because it gives very little end-game advantage.
By Cure Disease do you mean 100% Resistance or a power? I don't like powers, remind you.
The LordAny way to leave it up to the player regarding how long the transition is? 20 hours isn't a lot for players who, like me, make characters that last hundreds of hours. For me, 200 hours would be appealing, but I know that if someone's making a character that'll only do, say, the Fighters Guild and then quits (as in specified, rather than my do-everything playstyle) a lifetime lasting 200 hours would be entirely unnecessary and there'd be next to no effect from the birthsign.
LOVE the idea though. Can't wait to see what you do with it in later versions.
The LoverThis one seems nice and balanced. Not as unique as the others so far, but that's fine. I came up with the Lady suggestion before reading this, but I won't remove it because I think it or something similar can still apply.
The MageI like this one! Crippling like the Apprentice but in a different way. The benefits are really useful too, much more unique than a simple Fortify effect. Would be absolutely painful with nGCD, RBP, and Realistic Fatigue like my game, because even without that Drain Strength I started at only 20. Took pretty much forever to get anywhere because I could barely run with Leather on. But hey, that's the price a mage has got to pay as a nuker. No suggestions for this one.
The RitualThat 2 minute bonus is real-time, right? I sure hope so. Good ideas here, I really like the rapture idea. The Sleep bonus seems too short-lived, but since the Sign as no real weakness, it's okay.
The SerpentNeeds a weakness. The benefits aren't as situational as The Ritual. They're very much controllable by the player. Like the Mage got crippled, the Serpent needs a blow to the kneecap too. Weakness to Frost would go well with the snake motif. Or something to do with their performance outside of sneaking, like a hit to damage when not going for stealth kills (i.e., hit to damage all the time but bonus while sneaking).
The ShadowThis is cool. Great sign for those who don't like reloading. No easier than usual thanks to the weaknesses, just less annoying reloading. Seems balanced enough.
The SteedI don't know about the Alchemy thing. Makes the perks pointless except for Master. I say drop it to three. Two isn't very impressive since Alchemy is so damn easy to level up, but four is Expert level minus the magnitude improvements.
The ThiefSmall suggestion. Make the Vault cost 50% fatigue. Fatigue is easy to come by in vanilla, but 50% would really hurt Thief users with Realistic Fatigue or similar.
The TowerI always thought the vanilla Tower was stupid. This is great. I think it might need a small weakness of some time, but I don't know what. A general drain of Speed? A big drain of Speed while blocking?
The WarriorSounds like WoW
Fleeing enemies aren't always a good thing, especially for a Warrior without a bow or spells. Not sure if you meant it as a perk or weakness. I guess it works both ways depending on the player. That's probably the best kind of weakness of all, one out of the player's control.