If you're taking suggestions, i've got two in a (rather large) session...
Knight of Space and Seer of Time?
I'm gonna do this ask in two parts: One for Seer of Time, another for Knight of Space. I'll start with Seer of Time, because. Seer. Knight's given me more ideas, but I might as well start with Seer.
Seer: One who sees/knows aspect, or sees/knows through aspect.
Time: Hate to say it, but this one's pretty straightforward. Just time. And since there's nothing else, I'll give a Scratch construct idea: Based on a Seer of Time, maybe some sort of clock- Something you use to see the time. Though, it does depend on the player, so do with this what you will. Time players are also associated with death, since with time, death is an inevitability.
Seer of Time: One who sees/knows Time, or sees/knows through Time. Unfortunately for the Seer, they get no cool time controlling powers like Dave or Aradia- They only see time, not use it (Sans one exception, described in Abilites- Or, just however you want to do it.). However, this is useful in it's own way! They could use an ability to see the future to see- Well, the future, to help guide their fellow players during the session. They could also see the past, though how useful that is depends on the ingenuity of the player. Though, a fun idea: They could be able to see the past of an object- What it's done, what's been done to it, or maybe what will happen with the object- What will happen with it, what will happen to it. Another fun idea is the ability to see how time travel would effect a session- Maybe another time player is in the group, and they want to use their power to go back in time- The seer could divine if that's the best course of action, and from there, what the best course of action is. They also might be able to know when people die- That's when their time stops, after all.
See the past/future: Need I explain anymore? It's pretty straightforward: The ability to see into the past or future. Whether it be in their immediate location or anywhere I think is up to how well the player is in tune with their aspect.
See past/future trails: Yup, bringing this gag joke back. Remember in HS proper- Two of the felt had abilities to see where people had been, or were going to be, and mess with them. This would be similar. Or, maybe exactly like that, up to you.
Time divination: They'd be able to tell what the effects of time travel would have on a session- Would they be better off scratching, or staying as-is? Should they mess with a trail, or leave it be for less consequences down the road?
Impulsive at first: At first, they don't understand the importance of time, of waiting, of holding back. They charge headfirst, consequences coming later. But, as they grow, they learn- Time is important. It dictates all things, what lives and dies, and when.
Collect broken clocks: Just a fun little idea I had. Since Time players are associated with death, and clocks allow you to see time: Broken clocks are dead clocks, or the loss of the ability to tell time.
Strife Specibus: Time players have used blades (Dave), while seers have used blades (Terezi) or magic (Rose). We return to the lightsaber.
Land: Land of Clocks and Fossils