That doesnt really help. Ive read the links, but I'm not seeing where it and I diverge.
1: Stats, technically we could just hand wave them, but I would like to make use of the fact that its a Post to Play game and bring your familiar into play more.
Familiar Basics
Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all her classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
2: The Spells that your Witch knows COMES FROM the Familiar. It is a living Spell Book. To renew spells you have to commune with it for 1 Hour as well as sleeping the 8 *or whatever it is for elvenkind.
The "Spellbook" comes with a Total of 3+Intmod number of spells + all the cantrips. Which means that Ketarii knows 7 Spells but you have only listed 2, sleep and mage armour. You can list another 5 spells so that when needed you can swap out and such. THIS is how spellbooks work...