Most of this is going to be nitpicking over OGG.
"Aurora Fang" - I think, to keep this from being too powerful, its ATK and DEF should be reduced by about 200-300 points each. Also, make it just a Spell Card or just a Trap Card that needs to be revealed. Otherwise you easily could have a direct attack every turn. Also, make sure that "Fang" in its name has a capital "F".
"Dire Fang Pack" - Good card. Just make sure that the card name mentioned in the effect has quotation marks around it.
"Fang Guardian" - Again, quotation marks. Put them things around "Fang" in the effect. Also, should be "If you control 1 other face-up 'Fang' monster . . ." This is because it counts itself if you don't have the word "other" in there.
"Flaming Dire Fang" - Make sure your "Fangs" have capital "F's" in both the name and the effect. The way the effect is right now, it's talking about "Flyfang" and "Naturia Spiderfang".
"Watcher of the Fang" - With those points it should probably be Level 4. Also, "1500 or less ATK", not "1500 or less attack". Also, you should probably include where it's Special Summoning from.
"Enlightenment of the Fang" - Needs da capital "F's".
"Fear of the Fang" - Firstly, this needs an amount way lower than 500. That puts its effect at potentially cutting 2500 ATK off of any opponent's monster. WAY too much. Needs to be nerfed. Go with 300. Still a little steep, but much more balanced than 500. Then you can probably figure out what else is wrong with it by looking at it and some of what I've already criticized.
"Full Moon Rises" - Altogether too powerful. Your "Fang" monsters gain 500 ATK, can't be destroyed, and it rewards you when your opponent finally gets around that pain in the arse. Think about some of the cards from the opponent's perspective.
"Once in a Blue Moon" - "beast" → "Beast-Type monster". You should also only be able to activate this once per turn.
"Spirit of the Fang" - Cap the "F" in the eff. Also, the card being destroyed when the monster is destroyed is given. It's an Equip Spell. Also, make it when it's removed from the field, the equipped monster is destroyed. That way no one uses "Mist Valley Falcon" to bounce the thing.
Traps and Extra Deck are next.