Jaunter
The Jaunter archetype suffers from a lot of questionable design decisions and poor writing. The text is riddled with unclear rules and confusing grammar mistakes that would require a full editing pass.
It seems to be intended as a straight power boost for rogues since it replaces a single low-value numeric bonus with a series of higher powered abilities; that isn't itself necessarily a problem, but sans any other exclusive options filling the same role, its presence heavily encourages most rogues to also be jaunters or be behind the curve- even if the player doesn't want their rogue to be a teleportation specialist.
Jaunter's Hop is kind've a problem. It's three really powerful abilities in one, with a large number of uses per day. Instant Liberation completely nullifies grappling 6 levels earlier than the nearest equivalent, and without any preemptive expenditure of resources. Instant Escape is an effective emergency survival ability, despite a low success rate against a lot of level appropriate foes (it's really icing here). Dimensional Hop grants access to close range teleportation faster than any other class, and with frequent usage, and upgrades to mid-range teleportation without a failure rate at 8th level through dimension door.
Disappearing and Remove any Trace are highly similar abilities. Both function by converting points from a pool into a raw untyped skill bonus (or increase to a skill DC, in the case of Survival). This puts them in a weird place where they aren't very useful for things you do frequently or repeatedly (like make Stealth checks), but can be used to push a single important check each day extremely hard (and probably into auto-succeed territory). Jaunter's Maneuver is similar, in that it's so weak as to be unnoticeable for regular use but can be used rarely to succeed hard on a maneuver. These aren't individually broken abilities, but they are strange and counter-intuitive ones.
Jaunter's Message and Threat are bafflingly inconsistent with the rest of the archetype. They overshadow most of the rest of your capabilities and are so much cheaper than the rest of the uses for Stealth Points that they feel like core abilities you'd design a character around (perhaps investing heavily in Charisma, which has little to no important use for a rogue usually), but they only come into play at 15th and 18th level.
Jaunter's Terminus is whatever. It's a more survivable Save or Die that only comes into play if you take 20 levels in the class. It's painfully vague, but probably not going to matter much in the end.
I can't really support the Dimensional Jaunter. It breaks design patterns about when general access to abilities become available, has serious readability issues, and encourages skewed character design (Charisma is very low value from 1-14, then suddenly becomes key for your strongest abilities).
That said; if you're looking for a class that can support a rogue-type character who teleports a lot, most any Initiator class with the Veiled Moon discipline can get you there. Fading Strike is a 2nd level maneuver that grants a teleport and attack as a standard action, Altered Penumbra is a 3rd level maneuver that lets you teleport away from harm, and Fading Leap is a 4th level maneuver that grants a longer range teleport as a move action, among others. The Stalker or Hidden Blade Rogue in particular might fit the concept you're looking for, since they still don't use any spells and focus on ambushes and sneakiness. They have much less janky rules, too. ;p
Nightblade
On the first reading Nightblade seems redundant with existing classes in a lot of cases, but may make building certain highly specialized characters easier. Having its own spell list hurts since it's unlikely to get any new spells from supplements in the future, pretty much locking its spell options in. Seems to have accuracy (and sometimes damage) problems with physical attacks at higher levels, due to a lack of to-hit boosting class features or spells combined with medium BAB.
I don't see any pressing reason to deny Nightblade- it's tightly written, if a bit lackluster, and doesn't seem to carry any significant problems. I'd approve it.
Final Fantasy d20
As Yume put it, I don't think a blanket acceptance of ffd20 material would be wise. The quality of material on the site varies pretty heavily, and its built from a lot of game assumptions different from ours. I'll take a closer look at the Black Mage and White Mage classes when I've got the time, though it might be best to keep individual requests in their own threads to simplify feedback and discussion.