Ok, let's take a step back.
Let's set the basics of the talents and their focuses.
First, I don't want attack and defense in their own isolated talent. Not every talent needs every type of function, but if an attack and/or defense is related to the focus of the talent, it should have it. Same with most of the others mentioned above with the exception of healing, as that is a major talent itself and I'd like to keep it as such.
I think we are almost on the same page here -- the 'Plant' Talent has a power that can harm 'Plants', the 'Machine' Talent has a power that can harm 'Machines', the 'Beast' Talent has a power which can harm 'Beasts', etc. I think this is great, until we get to the 'Kinesis' talents; but we'll burn that bridge once we come to it.
Same with altering self ranged powers to affect different targets.
I don't want talents and skills to be overly powerful but I do want even a one talent Psion to be useful.
As a note, in my own version of psionics, you can only attempt to learn up to 3+PSI modifier talents beyond universal but there is no penalty to learning a talent for the number of talents already know but the difficulty is 10+ and each time you attempt training you only have 3+INT mod attempts. So this limits psions in some ways compared to now and I'm not 100% committed to it yet but some of my ideas I'm working through here do take this into account, even if I'm trying to fit them into the current Mongoose 2e system here. (I hope that makes sense.)
A psion, even a one-talent psion, has both surprise and less reliance on equipment -- but even so, a one-Talent psion should not expect to be able to apply their Talent to every situation. Consider the poor Jump-Drive Engineer -- he has to negotiate a price for perfectly legal whatzits from a black-market contact; or stand his ground in a firefight against fanatical terrorists; is his specialty applicable? No? Why should the psion expect their 'Flora Symbiosis' to apply? Now, there are situations where either of those characters may be able to excel -- but that is a referee-level decision, the referee needs to ensure that every character has a chance to be useful without shoving any other characters out of the spotlight when their time to shine is upon them.
Short version: I am against broadening psionic Talents too much. What 'too much' means is up for interpretation, of course.
So back on topic, focus of the talents.
Flora Symbiosis (better name than plant?): affecting plants and plant-like organisms. Things like identification, imparted movement, healing and augmentations or draining energy/killing them
Fauna Symbiosis: (Do we want something like this?) affecting non-sentient creatures
Machine Symbiosis: Technopathy, affecting and interacting psychically with machines
I like breaking these Talents out like this -- plants, animals, constructs. That leaves the obvious hole of 'raw non-living stuff which is not a construct', and I suspect we will be breaking that down into several different (probably 'Kinesis') Talents. 'Fauna Symbiosis' Talent is in, as far as I am concerned -- detecting animals, communicating with animals, obscuring things from animals, incapacitating animals, enhancing animals, getting animals to perform tasks, etc. Shifting shape into an animal is probably best left in 'Changeling'; and healing animals is probably best left in 'Healer' -- despite the 'Flora Symbiosis' Talent having a plant-healing power. I think that is barely justifiable on the grounds that plants are very different.
Dimensional Symbiosis: teleportations of self and group, jump sense
'Symbiosis' means 'mutually beneficial partnership' and doesn't really make sense here; I'd prefer to stick with 'Teleportation Talent' while explicitly having a power named 'Teleport' NOT 'Teleportation'.
Telportation is (to my mind) essentially five powers: 'Teleport Self' (adding clothes or equipment at extra cost and difficulty); 'Teleport Group' (teleport two or more people or objects the psion is touching, maybe or maybe not including the psion); 'Jaunt Self' (the psion makes one check and pays one cost for two teleports -- 'There' and 'Back' -- in advance); 'Jaunt Group' (same, but for more than just the psion or if the psion wants to send someone or something else); and 'Create Portal' (creates a short duration teleportation gate to & from a single destinaltion; anything which pays the PSI points -- or has the PSI points paid for it -- makes the trip).
Healing: using psychic energy to heal all variety of damage and disease. Regeneration
I think 'Healer' ought to be the king of heals; other Talents might get stuff to (for example) restore END points lost to wounds, or might provide a bonus to recovery rolls for wounds, but 'Healer' also works against Radiation, Poison, Diseases, Allergies, Fatigue, Starvation, Dehydration, and all other maladies. Equally important to me is the idea that 'Healer' powers can always target others, and works only at 'Personal / Touch' range.
This means we need to go through 'Awareness' and weed out / nerf stuff which steps on the toes of 'Healer'. As written, I think 'Awareness of Others' is out, especially if we are going to leave anti-aging and anti-radiation stuff in 'Awareness'; instead, I think 'Empathic Healing' might be put into 'Awareness' as the absolute limit of what 'Awareness' Talent is capable of -- the psion can take wounds (NOT Rads, or diseases, or poisons, etc) from another onto themselves.
Meta-Psionics: Using psionics to boost or disrupt psionics in others
Changling: using psionics to psychically and physically alter yourself for disguise
Self-Awareness: using psionics to augment yourself
Transference: The ability to project self range abilities onto others
Most of these look basically okay to me.
'Changeling' Talent should be physical changes only -- the charisma boost comes from enhanced pheromone control. The mental mirror / fake persona shield is neat, but it feels out of place. In Your Traveller Universe you consider 'Mind Shield' a freebie to all psions, so it works in that framework -- but I would be tempted to say that 'Mental Mirror' requires both the 'Mind Shield' power and any 'Changeling' power as prerequisites, so in other Traveller Universes the 'Mental Mirror' is only available to psions with two (appropriate) Talents & represents a synergy from using them together.
'Transferance' seems like it ought to be removed; it is just 'Meta-Psionics'.
Energy Kinesis: psychic manipulation of energy
Psychokinesis: psychic manipulation of matter
Telekinesis: psychic movement of matter (because there are too many other things you can do in psychokinesis so this reduces the skill count)
I think the 'Kinesis' Talents are going to be a mess. We have 'Luminokinesis' for light (including invisibility and lasers); 'Pyrokinesis' for heat and cold (including plasma and fusion-hot plasma); 'Energy Kinesis' for electricity (and radiation, and magnetism); and overlapping 'Telekinesis' and 'Psychokinesis' for objects -- which might be argued as a sort of 'Gravity Kinesis'.
Add onto this the concept that all of these 'X Kinesis' Talents are for 'moving X around' (kinesis refers to 'movement' in Greek); and powers to transform these things would be in separate Talents.
Remote Sensing: clairvoyance
Precognition: sensing events in time
Telepathy: mind to mind contact
What do you think? Keep, add to, remove, change?
'Precognition' Talent (and 'Object Reading' Talents) risk creating problems. I haven't seen any problems (that I recall) with any of the powers you have proposed for it, but it does seem to be tempting fate (or player munchkinism) to call it that.