There's a few puzzles in here that I'm pretty happy with. The Starwacky puzzle is a nice solve. Snail on Snake worked out pretty well because it didn't need any extra given numbers, except for the head and tail. Galaxies and Tetrominoes is my favourite in the set, because it really forces the two types to work together.
The other puzzles should also be nice to solve.
6-1 Loop around pentominoes
Paint some cells black. The black cells form pentominoes. One cell from each pentomino is already given. The cell is marked with letter corresponding to the shape of the pentomino. The pentominoes may not touch each other, not even by a corner. Than draw a single continuous loop travelling horizontally or vertically between centers of adjacent cells through all the unpainted cells.
6-2 Loop around snake
Draw a snake in the grid and draw a single closed loop going horizontally and vertically through all the remaining cells in the grid. The snake goes from cell to cell vertically or horizontally, but not diagonally. The snake does not touch itself, not even diagonally. The numbers outside the grid indicate how many squares are used by the snake in that row or column. Head and tail of the snake are given.
6-3 Battleship Pills
Locate the given fleet in the grid. The ships cannot touch each other, not even diagonally. The ships may be rotated. Each ship contains a number that corresponds to its size. The numbers on top and on the left give the number of cells occupied by ships in the given row or column. The numbers at the bottom and on the right give the sum of all the ship numbers found inside this row or column. Every ship is counted just once in the sum.
6-4 Ships and Fishermen
Locate the given fleet in the grid. The ships cannot touch each other, not even diagonally. The ships may be rotated. The clues outside the grid indicate the number of ship segments in the corresponding directions. Ships may not be placed on the cells with fish. Each ship contains a fisherman. His position is given, but the ship can be rotated. Fishermen are fishing the fish in the grid. Each fisherman has caught exactly one fish. The number in the fisherman cell denotes the length of the fishing line (in units of cell size) starting in the center of a cell with the number and finishing in the center of a cell with the fish. The fishing lines travel horizontally and vertically, may not touch or cross each other. All the cells are used either by ships, fish or fishing rods.
6-5 Snail on Snake
Draw a snake in the grid passing through all the numbered cells. Head and tail of the snake are marked with darker background. The snake goes from cell to cell vertically or horizontally, but not diagonally. The snake does not touch itself, not even diagonally. The numbers around the grid indicate the number of cells occupied by the snake in the corresponding row/column. Some of the snake cells are numbered. The numbers follow the sequence 123123123… from head to tail. Each row and column contains each number exactly once.
Blacken some cells in the grid so that each row, each column and each outlined region contains exactly two black cells. Black cells may not touch each other, not even diagonally. Additionally, any single horizontal or vertical line of unpainted cells cannot traverse more than one thick line.
6-7 Nurikabe Tapa
Blacken some empty cells so that the grid is divided into white areas, each containing exactly one number and with the same area in cells as that number. Moreover, numbers in cells indicate the lengths of the consecutive blackened blocks in the neighboring cells. Two white areas may only touch diagonally. All black cells must be orthogonally connected, but no 2×2 area can be entirely blackened.
6-8 LITS Tapa
Place some tetrominoes in the empty cells so that they form a continuous wall with no 2×2 regions. Tetrominoes of the same type cannot touch each other by sides. The hints in some of the cells indicate all the tetromino segments in the surrounding 8 cells in alphabetical order. Each segment is created by all the adjacent cells of the same tetromino type (rotation or reflection of the tetromino does not change its type). Two segments of the same type must be separated either by an empty cell or by segment of different type.
6-9 Galaxies and Tetrominoes
Rules: Place in the grid all 7 different tetrominoes. They can be rotated but not reflected. They may not touch each other not even diagonally. The numbers on the left and on top indicate the number of cells occupied by tetrominoes in the given row/column. The numbers on the right and at the bottom indicate the number of different tetrominoes in the given row/column.Divide the remaining cells in galaxies. Galaxy is a region with central symmetry. The points of symmetry of all the galaxies are already given.
6-11/12 Gaps between Battleships
Place the given battleship fleet in the grid. The ships can be rotated, but may not touch each other not even diagonally. There are exactly 2 ships in each row and column. The numbers on top and at the left indicate the number of the empty cell between the two ships in the given row/column.
6-13 Snail End View
Place letters A,B,C in the grid so that each letter appears exactly once in every row, column and main diagonal. The letters have to follow the sequence A,B,C,A,B,C,… starting at the top left corner entrance and going to the center of the snail. The letters around the grid denote the second letter visible from the given direction in the given row, column or diagonal.
6-15 Kakuro Domino
Divide the grid into domino tiles from the given set. All the domino tiles have to be used. The numbers may not repeat in rows and columns. The hints denote the sums of the numbers to the right or down from the hint cell (before the grid border or next hint cell).