I may not be doing all my math precisely correct, but this looks accurate to me

For an agility 3 player dodge/catch adds a 25% to succeed, while these traits only add 16.66…%.
Also, in comparison VLL adds +1 movement and interception, while these traits add +1AG to only one type of roll, so I’d like to present you with a few options.
#1: Bah, they work perfectly fine as is, and I often give them to my players.
#2: When the player attempts a catch (interception?)/dodge he first rolls a die first. If the result of the die roll is higher than his AG, then the Extra Armed/ Two Headed player is treated as having an AG equal to the die roll result when making this catch/dodge. (Since the average die roll is 3.5 this variation is actually slightly worse than it is now, but I like the 50/50 shot at a high AG. This variation is better the worse your AG is.)
#3: When the player attempts a catch (interception?)/dodge he first rolls a die first. The player adds half the result of the die roll, rounded down, (1=0; 2-3=+1; 4-5=+2; 6=+3) to the roll when making this catch/dodge. (This will add +1.5 to the catch/dodge roll on average. This puts it on par with catch/dodge, but with a little randomness.)
#4: +2 to catch/dodge roll. (simple and adds +33% to succeed, making it better than catch/dodge).
I was going to make this a poll, but I assume nobodies going to read this, and I’d like discussion instead of voiceless votes. I hope this post is taken seriously and not passed over as a useless houserule.