I really DO love your Men of Dol Amroth Custom Culture. I think it's awesome.
I am playing in our TOR campaign a Swan Knight. They were always my favorite in the LotR Books and I love Imrahil and his fellow Men of Dol Amroth.
My friends and me gave the Swan Knight much thought and in fact the fellowship 'constructed' him. But I have to admit that we didn't make much up ourselves, but rather "stayed in canon" and brought together stuff from other cultures to make him up. We also borrowed some stuff from Paul Kirk and Richard Harrison.
The King's Men were transformed into the Prince's Men,
The Leofrings provided the rules for the mounted Knight and his trusty steed/warhorse..
Long story short... we copied and pasted.
And this is the reason why I love your Custom Culture so much. It's to the point.
Well, but maybe there still are one/two things to comment:
First:
Starting Skill Scores
Awe: 3 Inspire: 2 Persuade: 1
Athletics: 2 Travel: 1 Stealth: 0
Awareness: 1 Insight: 2 Search: 0
Here is something missing, namely the The Survival Skills
Song: 2 Courtesy: 2 Riddle: 0
Craft: 0 Battle: 2 Lore: 1
Another thing is: I am not happy with the Cultural Blessing and that you have to 'invoke' it.
Cultural Blessing
Wide Open Skies
The Men of Dol Amroth ride the plains and sail the seas of Belfalas, and they fight the Shadow in the open, without
fear of being seen doing it. To fight under an open sky brings strength to their limbs and hearts.
When in combat in open terrain (where the sky can be clearly seen), invoking an Attribute bonus on a combat skill
provides an additional bonus equal to your Valour or +3, whichever is higher.
Additionally, when Journeying in such open terrain, all Travel rolls are made at -1 TN.
Usually a Cultural Blessing generally allows the culture to 'break' a rule, such as ignoring the effects of being Weary or Miserable during combat, rolling the Feat die twice when making a Fear test, and so on.
(No need to invoke it)
Probably something to the Elves of Mirkwood would suit the issue better
When an Elf of Mirkwood is inside a forest or under the earth, or it is night, his Attribute bonuses are based on his favoured rating for all rolls involving the use of a Common skill.
For the Men of Dol Amroth the opposite would be the case. They need the open sky.
Alternatively you may come with an alternative?
A bonus die to spend?
Roll the feat dice twice for travel? keep the better result?
Something like this. Just no invoking...

Besides this issue...
Thank you for a job well done.
Jose