I'll actually give it +0-*, as a rather significant variety of aquatic campaigns can take place near-entirely within 300 ft. of a single lake or river. The things are huge, when you start talking cave systems and three dimensions, which any good aquatic campaign should. And the asterisk is a detriment, unlike all the others, and we usually judge by ignoring the condition. As-is, due to a lot of extraneous mechanics (such as the nature of point-buy), it makes a decent Totemist and great Crusader. And doesn't have quite enough RHD to completely rule out use as a Sorcerer in a pseudo-halfcaster spell spam capacity at high levels in a comfortably t3 role.

To explain my reasoning, broad bonuses are frequently better than large bonuses, in point buy for multi-stat characters. There's a pretty simple reason for this: If you're going for 16 Dexterity to maximize the value of a Breastplate, you save 4 points in point buy from a measly +2. It's a big game changer for Martials to get a small bonus to everything, because it chops off the cripplingly-expensive peaks.

A Totemist cares not for lost BAB if they can get the Strength to match it (Natural Attacks are independent of it for the number you get) and can benefit greatly from the 10 points saved to reach 18 Constitution, and benefit pretty well from the possibility of getting 20 Constitution for 10 points. Saving 6 points on getting 18 Strength? Pretty big, in point buy. All those little bonuses make you able to save a lot of points on a broadly-investing build, when you're getting a number of scores above 14.

At 28 point buy, a Glaistig can have modifiers of +4 Str, +3 Dex, +5 Con, +0 Int, +2 Wis and +3 Charisma. That seems like a damn good start for a frontliner. Is it worth 6 levels? For Incarnum and ToB, perhaps. A very, very firm "maybe", for these multiclass-friendly subsystems, and the classes in need of many, many stats like Paladin. And even a Charisma-based full caster is actually workable, as they're getting an extra +4 modifier, but only losing two or three spell levels. Sure, you need to be rather high level for this to work, but a huge number of low-level spells, all of them getting a +4 to the save DC, can very much keep up with higher-level spells of far greater scarcity. Going to be inferior... But still comfortably t3. At, like, level 14, but still, it can work.

Because it's not hopelessly behind, I give it +0, as -0 is reserved for unworkably behind. You can very much build around its downsides enough to keep up. And a negative asterisk for DM caution being needed for it to be functional in a meaningful capacity, rather than caution being needed for it to avoid snapping campaign worlds and plots alike in half with a buggy mechanic.