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As-is, Nekatra is the only worthwhile race to be chosen, and that's because it's a complete & broken Combat Monster. With 21 HP (Human Max of 16, 4 Damage base claws, berserk for an extra melee, so it can reliably triple-Quad-Quintuple (once it gets Extra Arm Morph). This is also their two-sided coin of "Broken" in that they're a mostly better combat monster than any other Meleer, but they're also the role of the DMF or "Dumb Melee Fighter" in that it's also they really can contribute to the party (fight/sneak/perception staples).
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My understanding for Nekatra is that the stats you quoted were for Legion Nekatra, not all Nekatra. I would ONLY allow players to utilize the base Nekatra template. But, aside from that, here is how I house-ruled them as templates.
First, there is no class restriction for any of them. There will be some disadvantages for some races in terms of classes / roles they can fulfill, but I assume a greater degree of variance in ability for semi-intelligent races, from feral to near-human, rather than the narrower range of human attributes. The restriction to behavior still applies, and semi-intelligent races must be registered as possession of human or humanite characters in order to prevent capture, even if they are fully intelligent and capable.
EDIT: All Semi-Intelligent races begin with Reputation 0.
Nekatra
Attribute Points: 15
Adjustments: Strength +1 (Max 6), Agility +1 (Max 5), Wits -1, Empathy -1
Movement: +6
Armor: As Listed
Skills: 8, add Melee Combat to Concept Skills
Weapons: As listed
Abilities: Throat bite as listed.
Nekatra Talent Options: Feral Hunger
Nekatra get a -2 Manipulation Modifier for any action that is not threatening, unless Manipulation is a Concept Skill. Additionally, they are unable to utilize standard firearms effectively, and must purchase custom weapons, which increases the weapon cost by 50%. Attempting to use an unmodified ranged weapon is a -2 Ranged Combat modifier.
Skavara
Attributes: 14
Adjustments: None
Movement: +4
Skills: 10, Add Manipulation or Observation to Concept Skills
Weapons: As listed
Abilities: Sniff as Listed
Skavara Talent Option: Stench
Skavara with the Language Modulate Cybernetic Implant talent may also speak normally rather than barking or yapping speech.
Ekilibri
Attributes: 14
Adjustments: Strength -1 (Max 3), Agility +1 (Max 6), Wits -1
Movement: +0
Skills: 10, Add Infiltration or Observation to Concept Skills
Weapons: As listed
Abilities: Agility (+2 Dexterity Modifer for jump checks), Night Vision
Ekilibri Talent Options: Battle Cry
The small size of the Ekilibri combined with it's natural flexibility allows them to enter areas that other creatures could not. It may move or hide in an space that is 0.5m or larger.
Ekilibri are considered small targets for purposes of ranged combat.