Is this homebrew Kerbal race balanced compared to the official races?
Kerbal Traits
Ability Score Increase. Your Dexterity score increases by 1.
Age. Kerbals mature after just one month, but no Kerbal has lived long enough for their natural lifespan to be determined.
Alignment. Without exception, Kerbals tend towards Chaotic alignments, and have such little interest in worldly affairs that they are often neutral as well.
Size. Your size is Small. All Kerbals are exactly 2 feet and 5 inches tall, and weigh 206 pounds.
Speed. Your speed is 25 feet.
Permanent Spacesuit. Kerbals always wear a spacesuit that cannot be removed, which grants you resistance to radiant and cold damage. This prevents you from wearing or benefiting from armor, though you can still use shields. Your AC is equal to 13 + your Dexterity modifier.
As an action, you can activate your headlamp, which shines bright light in a 30-foot cone in front of you; you can also turn the lamp off as an action. You can also hold your breath for up to an hour.
Jetpack. Once per short rest, you can cast the jump spell, targeting only yourself, without needing material components. Intelligence is your spellcasting ability for this spell. You are immune to the reverse gravity spell.
Bouncy Head. Whenever you would take fall damage, you can use your reaction to make a DC 20 Dexterity (Acrobatics) check, taking no damage on a success.
Photosynthesis. If you are in direct sunlight for at least 8 hours in day, you do not need to eat food that day, though you still require water.
Not Intimidating. You have disadvantage on Charisma (Intimidation) checks.
Scientist
Ability Score Increase. Your Intelligence score increases by 2.
Take Sample. Your have proficiency in Arcana or Nature (your choice). You can cast the identify spell a number of times equal to your proficiency bonus, regaining all uses after a short rest. Intelligence is your spellcasting ability for this spell.
Engineer
Ability Score Increase. Your Intelligence and Wisdom scores each increase by 1.
Engineer's Eye. Whenever you make an Intelligence (Investigation) check related to searching for damage or determining the operating mechanisms of an object, vehicle, or structure, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Repair. You know the mending cantrip, and Intelligence is your spellcasting ability for it. When you cast mending with this trait, its casting time is only 1 round instead of 1 minute.
Pilot
Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.
Stupidly Brave. Your have advantage on saving throws against being frightened and against effects that would render you unconscious or asleep against your will. Your Wisdom and Intelligence scores each decrease by 1.
Piloting Skill. You are proficient in Vehicles (Land) and Vehicles (Water), and Spelljammers if they exist in your campaign setting.