Here's some of my thoughts on the various tokens. I'll sneak it in before Jeff does Rev 3.
+2 Death Flail: Auto-kill always worries me a bit, but at least it's only for the first slide of the room. Those spikes in the picture don't look very Cleric-compatible.
+2 Holy Avengers: It kind of seems like this should be saved for next year, when the transmute is available, so this is orderable as a PYP for the entire time the Relic is allowed to be made. By releasing it now, it will be out of print while the Relic is still open to be made.
Charm of Quick Strike: Maybe the odds of getting that bonus combat slide should increase if there are more than one Charm of Quick Strike outfitted in the party? As it is, it will feel like a waste of a slot if multiple people come with it outfitted.
Charm of Spell Swapping: Good straight reprint.
Cloak of Shadowskin: I think this is still overpowered. It is only +1 Saves less than the Greater Cloak or Druegar's Cloak, and I think the ability to stop a Melee or Missile hit is worth more than +1 Saves. Maybe change the saves portion to just +1.
Dark Disciple's Shirt: I like that, even if the Eldritch Tooth token gives you psychic ability (and I think it should), this shirt is still useful by letting you do it a second time. Maybe it should say "additional time" instead of "2nd time" in case another token sometime also lets you get an additional use. Unless you want to make sure it doesn't stack, in which case the wording is perfect.
Earcuff of the Phalanx: I think this is a good token - even if only one is outfitted, +2 AC seems pretty powerful. Although - is it overpowered if all 10 are outfitted? At that point, it's equivalent to a UR +1 Tower Shield, which seems pretty high.
Eternal Ice Crystal: Should this have a damage wheel in case the Ranger outfits it? Otherwise, it is unusable for the Ranger. Although, I think it probably should be unusable to the Ranger (and Monk I guess), or it gives +3 damage to both attacks, increasing the damage advantage the Ranger has.
Fixed Fate Lt Crossbow: I think this token has the potential to negatively impact future Dungeon design, by auto hitting in situations where ranged is restricted. The Damage Wheel is also too high for a light Crossbow. Maybe it would be OK if it says no "to hit" or "damage" modifiers are applied to it. It might be best to just reprint the +2 Mighty Short Bow.
Gregor's Tome of Focus: I MUCH prefer the version that includes the auto-pass on skill check. I think that makes it a very unique and worthy token, instead of just a Focus token. Make the auto-pass portion optional, so that those that want to do the skill test still can. Win-Win.
Hat of Hellway: Looks good, as does the new Ioun Stone.
Kilt of Barrelbane: I like it just like this, and I'd like the transmute to be the option of +6 to any of the three. But, if you feel you need to lower the ST on the transmute, go ahead and drop this to +5 St, and make the transmute +5 St or +6 Dex or +6 Con.
Lenses of Divine Sight: Very disappointing change. Why not throw a bone to those with the old version and make it more powerful, give it +4 to healing and splits spells. That's still WAY below the original power, and shouldn't be any kind of game warping token anymore.
Mad Evoker's Charm: I know this isn't in the list, but as long as you're "correcting" overpowered 2014 tokens, I think you should correct this one too. It's WAY too powerful for a UR token. Maybe remove the damage to the user and allow it to be used just once per combat. That will still give it more bonus damage per combat than almost any other UR token. You can put a corrected version of this in the set, and save the Paladin sword for next year.
Lute of Fury: It's a balanced token, more powerful than the other UR Lutes, but it doesn't let you take an additional action.
Questor's Charm of Luck: Good reprint
Ring of Jealous Heroism: I think it's OK now that it also takes away the hands slot item.
Ring of the Yeti: Good token for non-spell ranged attack. Maybe it should include Melee also?
Shaman's Belt: I really like this, but I don't think it should include Wizards, because this is the Class specific Druid token. I think Druids should be able to do polymorph best. If Wizards are included on this, it shouldn't work for them as well - maybe have the "free action" part just apply to Druids. None of the other Class specific tokens so far allow another class to use it just as well as the main class. The Bard and Rogue class specific tokens are just them, and the Holy Avenger sword gives the Paladin an instant kill option the other classes don't get. My preference would be to make this Druid-only. Also, I'd recommend making the Air Elemental option able to hit flying creatures, since Air Elementals fly.
Shoes of the Sneak: Very nice Rogue token.
Jeff, thanks again for letting us all provide input, and extra thanks for listening to that input.