These are some really outstanding templates. I hope you don't mind, but I have one I've been tinkering with and thought I'd post it here. I've never designed a template for Dresden, so (constructive) comments, suggestions and critiques are welcome. I'll use the OP's format (with his kind indulgence).
The Blooded
Maybe you're the great-great-great grandchild of a changeling. Maybe a dragon had it's way with one of your distant ancestors or a Red Court Infected had kids before turning. However it happened, a touch of the Weird has made it's way in your bloodline, and it's here to play.
Musts - At character creation, the player and GM must agree on the type of being whose blood grants the character their abilities. They must also plan out in advance the powers the character will have available through progression. Also, a high concept or trouble reflecting their heritage (Dragon Blooded Arson Investigator or For Most People 'Hag' Isn't Factually True).
Common abilities to most Blooded:
[-0] Sensing the Weird (grants the character the ability to recognize [on some level] when they are in the presence of the supernatural-whatever form it may take)
[-1] The Sight
[+0] Ancestral Constitution
[-variable] Inhuman level (max) physical Powers (the Catch for Toughness/Recovery powers depends on the Ancestor)
[-1] Supernatural Senses
[-1] Echoes of the Beast
More character-specific powers may include:
[-1] Spider Walking
[-1] Claws/Wings
[-2] Breath Weapon
[-1] Beast Change
[+1] Human Form (for players with inhuman appearances)
[-Varies] Sponsored Magic (Channeling/Ritual) - GM Note - the player should have a very good reason for putting this on the list.
Advancement: Though the plot device/mechanism for this will vary wildly from player to player, the character's powers grow as they come to more fully embrace their inhuman heritage. In some cases this may involve long hours of meditation, complex rituals meant to bring more of their inhuman blood to the fore, or even excessive use of their existing abilities. GMs are encouraged to play up any facets of the ancestor's personality that may be appropriate, for good or ill, especially as the character's power grows.