Not here or now!
Related, any particular reason to give us access to normal tinkering but not biological tinkering/tinkerlike shapeshifting and spawning, given our aesthetics and your previously stated interest in writing the latter? From what I can see, both should have roughly the same utility, so if it was a matter of balancing you'd propably want to forbid tinkering wholesale.
Your shard isn't originally set up as a tinker shard. The original tinker power was a stretch, existing mainly to offer voters the tinker option. Its tech library would've been a largely biological hodgepodge held together with lots of direct shard intervention, plus a few scraps of tech your shard knows about. The tinker shard growth is more sensible, and fits better thematically.
Wotsdis? Nom! Mine now. It might still give a biological spin on tech when replicating.
Do we have avenues other than bone to alter our body? Bone only feels both powerful and restrictive enough to seem a bit out of left field and weirdly specific.
Not
really. Shard growths are either 1) extrapolations of existing capabilities, or 2) powers that fit within the overarching theme and specific applications of your shard. (Which will have to be discovered in the story, or guessed based on the originally available powers and current shard growths.)
Reincarnation is an extrapolation of regeneration, armor constructs are an extrapolation of armor growth. These aren't exactly related to your shard's theme, but rather general reinforcements. When the shard connected to you, it saw stress, it saw a suboptimal host, and decided to halp. It reached out across the world for inspiration, saw boneless motility and limb regrowth in octopuses, saw exoskeletons in nearby crabs, saw nutrient distribution in sponges... etc.
Actual shapeshifting would require an actual power; it might've been a shard growth for the Changer option, if it had been chosen. Right now, that hardware has been rendered inert (to save energy), and your shard's developing in a different direction. The capability is not lost forever, but it's not really feasible to recover either, outside a second trigger / extreme shard shenanigans.
[X / X] You can alter your skin color pattern in limited ways, to hide or to make your movements harder to follow.
- [X / X] Realtime active camouflage
- [X / X] Bioluminescence. Pretty Lights! A must for any live performance or rave.
[X / X] You can produce a variety of chemicals within the hellpit that passes for your digestive system; Glue/Confoam Knockoff, Acid, Paint, Extinguisher Foam, Pepper Spray, assorted Toxins (that like all poisons might have medical applications in the right dosage).*
- [X / X] You can secrete these chemicals from and reabsorb them back into your skin.*
Both would need a stretch to meet the criteria, and the second can be approximated via your inventory.
-- [X / X] Extended range on portalless exit. Clairvoyance may or may not lose resolution at a distance.
-- [X / X] You can now shift parts of your body into and through your pocket dimension independently from the rest, and retract them again to your main body. If used together with portalless exit, exit points are stationary but can persist beyond range; If extruded bodyparts retract, carried objects are dragged along into pocket space if small enough.
--- [X / X] You can grow additional limbs/tentacles/other simple body extrusions of various sizes from within yourself into your pocket space, limited by available biomass.
---- [X / X] You can grow additional mouths on the above limbs; Mouths possess their own sense of smell/taste and our portalbite, and may or may not also benefit from other mouth-specific upgrades (invulnerability, etc.). Mouths can bite their way out of our pocketspace through nearby nonhuman surfaces.
----- [X / X] Your extruded limbs can grow additional eyes and ears.
--- [X / X] Exit points can now be dragged along by the attached limbs. Most practical with multiple tentacles to a portal and the portal invulnerability upgrade. Mobile portals may or may not have a an upper size limit.
---- [X / X] Exit points and the attached limbs can be moved by your flight; However, all instances of flight count against your weight limit and too many at once may slow you down.
Generally too far removed from current abilities, though I'll consider some of these. Most would be very impractical to write though, and impractical for voters to take advantage of. When it comes to combat, this quest gets maybe ten posts of serious discussion between 2~4 people, so adding a vast amount of complicated combat options (most of which are tremendously munchkin'able) seems more trouble than it's worth.
[0 / 15] You become able to collapse your portals at range (requires basic mental map).
- [X / X] Collapsing portals (optionally) severs anything currently passing through.
It already severs things that pass through, and it's already optional in the sense that you can wait till nothing's passing through.
![Stick Out Tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
It might be valuable, but I don't see this being bought.
[1 / 10] You gain a mental map of your portals.
- [X / X] Portals extend the range of clairvoyance and portalless exits.
Impractical to keep track of from a writing and voting perspective. Also, would quickly explode into 'teleport wherever'. Close-range teleport and the ability to hide / lie in extradimensional ambush is already incredibly potent.
[1 / 10] You can locate nearby parahumans by tasting the air.
- [X / X] Drastically enhanced sense of smell and taste, including tracking, locating around us, and chemical/basic medical analysis.
I'll consider this, though I'm leaning to a no. Your body doesn't quite have an enhanced smell / taste, and it's not really in the theme of your shard. (The 'smell parahumans' growth is a shardsense that mentally translates to taste. Doesn't actually involve tastebuds.)