I would suggest that the Choke rules should asphyxiate every CA of the attacker rather than every round. Chokeholds are lethal holds that don't simply cut off air, but restricts bloodflow to the brain quickly, resulting in unconsciousness even if the victim can somewhat breathe.[/quote.]
That was my original intent, but I changed them to reflect the general asphyxiation rules. You're right, however - the deliberate restriction of air flow should be more problematic than smoke.
I would redo the jump kick. Jump kicks are not always aimed above the belt, and are used to generate power. I'd suggest that such a maneuver could be used to increase the attacker's damage mod by two steps and can be used at medium range. The drawback would be that if the kick is parried or missed, it is an automatic overextend.
Spin kick could be a weakened, less risky form of jump kick. It would increase damage by one step and you only overextend if missed, not parried like jump kick above. Spin kicks, although powerful, leave you exposed.
These could be interesting variants - I've altered the Jump Kick rules to reflected the original attempt, which was knock people down. Again, it's to reflect a Buffy-like jump kick rather than a realistic kick.
Overall, the rules work well that you have written. I assume that this would be a martial arts Advanced skill that could be broken down by style to unlock these various benefits.
Yes, my original intention was to give access to one of these CMs per 10% of Martial Arts style learned over base skill, and they can only be learned from a Trainer, but felt that went a little beyond the overall rules framework. It might work, though.
There are other specials that could be used as well such as joint lock, wrist manipulation and trapping hands as well as more cinematic moves like nerve strikes, chi strikes and claw hands.