Every Adept appears to have Body-Mending Meditation. Durability is also ubiquitous, and appears to be properly mechanicked by the ability to soak Lethal damage with half Stamina and with Ox-Body Technique. Several of these require other charms which the adept might not yet have; he still has to go buy them. This is used to offset the otherwise game-breaking power of charms like Solar Counterattack (aka the Talent Riposte). On the other hand, the absence of a charm from the below doesn't mean you shouldn't buy it: particularly for Dodge and Melee, most of the Kewl Powerz aren't on here. These Talents have very clear equivalents as Charms. CR means "Core Rules". CBX means Caste Book X, for X in (Dawn, Zenith, Twilight, Night, Eclipse). DB and LU mean "Dragon-Blooded" or "Lunar", and B3C means "Book of Three Circles".
Air Dance : Feather Foot Style (CR 194)
Air Sailing : Salty Dog Method (CR 209)
Animal Bond : Spirit-Tied Pet (CR 179)
Anticipate Blow (boost defense *and* attack, resisted))
Astral Sight : Spirit-Detecting Glance (CR 192)
Avoid Blow : Reed in the Wind (CR 197)
Blood Share : Horse-Healing Technique (CR 209)
Borrow Sense : Bestial Traits Technique (CR 180)
Cat's Paw : Sound and Scent Banishing Attitude (203)
Claw Shape : Fist of Iron Technique (CR 157)
Climbing : Spider Foot Style (CR 194)
Creature Analysis
Dead Fall : Sleep of Death Technique (CBZ 72) / 
            Image of Death Technique (CBN 67)
Disguise : Flawlessly Impenetrable Disguise (CR 199)
Disguise Self : Flawlessly Impenetrable Disguise (CR 199)
Dominate Beast : Friendship with Animals Approach (CR 179)
Down Strike (damage boost) : Thunderbolt Attack Prana (CR 193)
Durability : Ox-Body Technique (170)
Emotion Song : Heart-Compelling Method (CR 174)
Empathic Command  : Spirit-Steadying Assurances (CR 208)
Evidence Analysis : Crafty Observation Method (CR 185)
Fence : Seasoned Criminal Method (CR 199)
Fire Heal : Grievous Injury Recovery Method (CR 190), Elemental Succor Method (DB 181)
Fireblood : Halting the Scarlet Flow (LU 173), Wound-Closing Touch (DB 226)
First Impression : Harmonious Presence Meditation (CR 175)
Flame Arrow : Firey Arrow Attack (CR 156)
Forge Blade : Object Strengthening Touch (CR 183)
Gliding Stride : Eagle-Wing Style (CBN 73)
Great Leap : Monkey Leap Technique (CR 193)
Haggle : Frugal Merchant Method (CR 203)
Lock Pick : Lock-Opening Touch (CR 201)
Lucamuhnky : Observer-Deceiving Attack (CR 168)
Melee Weapons : Excellent Strike (CR 162)
Missile Weapons : Wise Arrow (CR 154)
Mystic Aim : Sight Without Eyes (CR 154)
Picking Pockets : Flawless Pickpocketing Technique (CR 200)
Riposte : Solar Counterattack (CR 167)
Second Weapon : Dual Slaying Stance (CBN 70)
Silent Walk : Easily Overlooked Presence Method (CR 201), Soundless Action Prana (DB 184)
Spirit Mount : Phantom Steed (CR 208)
Sprint : Lightning Speed (CR 193)
Surprise Strike : Falling Icicle Strike (CR 168)
Throwing Weapons : Precision of the Striking Raptor (CR 168)
Tiger Spring (init boost) : Leaping Tiger Attack (CR 194) ?
True Shot : Accuracy Without Distance (CR 154)
Unarmed Combat : Ferocious Jab (CR 157)
Wind Catcher : Soaring Crane Leap (CBN 73)
Wood Skin : Durability of Oak Meditation (CR 176)
Heartening Laugh : Rout-Stemming Gesture (CR 172)
Tracking : Unshakeable Bloodhound Technique (CR 181)
Frighten : Majestic Radiant Presence (CR 175)
Arcane Mutterings : Majestic Radiant Presence (CR 175)
Battle Shout : Dawn Caste ability, no prereqs (CR 119)
Swift Kick : One Weapon, Two Blows (CR 163)
Temper Self : Iron Kettle Body (CR 176)
and riffing off Jesse's idea of racial charms:
Low-light Vision : Night Is Day (LU 178)
Thermal Vision : Perceiving the Hidden World (LU 178)
Berserk : as mentioned before, but costs 10 motes instead of 2 WP?
The following Talents either have rough equivalents, or can easily have equivalents written and fit into existing Charm Trees:
Charge : Supplementary Ride.  Add your Ride skill to your damage, and use
         the higher of your Str and your mount's.  Can be combo'd with
         charms from other abilities.
Disarm : Supplementary Melee.  add Essence to successes on a Disarm check.
Shield Charge : Raging Tiger Pounce (CBD 73) [parallel: reflexive,
	        requires shield, Melee tree]
Direction Arrow : Simple Archery.  Essence in miles, doesn't work if
         target's Essence is higher than yours.
Mimic Voice : Supplemenatry Larceny.  Off of Flawlessly Impenetrable Disguise.
Taunt : Simple Presence.  Based on Foe-Taunting Utterance (LU 187).
     Unbearable Taunt Technique (DB 211) and its tree is also a viable base.
Trick Riding : Reflexive Ride.  scene-length, add Essence to Ride for purposes of
               overcoming a mount's control value.  Parallel to
               Graceful Crane Stance
Wound Balance : Reflexive Melee. one mote to avoid knockdown.  [suddenly
                useful again!  Alternately, take Graceful Crane Stance]
R/W Language : Suplementary Lore.  Based on Calls of the
	       Human Prey (LU 179)
Speak Language : At ExaltedHackingSpeakLanguageTree
The Dragon-Blooded charm Language-Learning Ritual actually works fine
for this (DB 177), and doesn't require you to eat somebody who knows
the language first.  An identical charm under Lore would cover reading
languages, and then we're all set.

Book Memory : Simple Lore.  Based on Lore-Speaking Method (LU 184)
Elemental Tongues : Simple Occult.  For the rest of the scene, you
	  understand and can speak to all elemental spirits.
Item History : Simple Lore.  Same effect as currently.  Items will
         tend to have only one or two levels: one for knowing their
         Name, and another for a Deed or obscure piece of knowledge.
Abate Curse : I never liked it anyway.  But a good Occult or Lore roll
      will let you know common curse-abating techniques.
Acrobatic Strike : a weird effect of the ED combat
		   system.  Buy parry charms.
Air Speaking : nobody ever liked it anyway
Animal Training : part of the Survival skill
Lock Sense : just a high Larceny skill
Maneuver : a weird effect of the ED system.  Buy Melee charms.
Resist Taunt : a weird effect of the ED system; there are better
       social/magical resistance schemes here.
Steel Thought : as Resist Taunt.
Traps : just a high Larceny skill
Wheeling Attack : just a high Ride skill
The DB charm "With One Mind", which grants Wits, Perception, and Melee to listeners (and it's a Linguistics charm!?) and grants perfect coordination and the ability to parry attacks aimed at others in the group seems *perfect* for Soldiers. Really, a bunch of the DB "I help me and the people near me" charms seem perfect for Soldiers. Reading DB while thinking about what Andy's said about Soldier Adepts before, I start seeing ways they could work in the game. "Threshing-Floor Technique," for example, lets all of your allies within fifty feet or so run in and hit a particular opponent on their turn, then back off to where they were (the most who can normally attack a single opponent is five, surrounding him).