Subjectively... Yes.
Reincarnate states:
For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A reincarnated creature recalls the majority of its former life and form.
Awaken states:
Its type becomes magical beast (augmented animal).
What does all of this mean when we put it all together?
The creature, would be reincarnated as another magical beast (augmented animal). It would remember that it could speak in its former life. Since it would still be a magical beast (augmented animal) it would retain its ability to speak in its new form (depending on the new form - griffons can't speak, for example):
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like,
It would not, though, gain the new language of its new form automatically:
but it doesn’t automatically speak the language of the new form.
Many magical beasts speak.
Blink Dogs speak, and even have their own language.
Worgs speak, and even have their own language. Some magical beasts, however, such as a Griffon, specifically states that it can understand but can't speak.
If reincarnated into a magical beast that can speak, there is no reason you can't speak the languages that was formerly known.
Food for Thought
Since Reincarnate states:
For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A table of creatures to be reincarnated into should all be magical beast (augmented animal), not animal, not humanoid, not even nonsub-typed magical beasts. That would mean, that it would reincarnate into similarly "awakened" animals.
Up front, let me just suggest that this character is offensively devastating, but is frighteningly vulnerable (LA does that), and useless outside of combat. Moreover, these low levels are very much the best time to be playing this character. Depending on the pace of the game, it may be best to let him just enjoy it while it lasts. Unfortunately, it likely won’t last long. See an earlier answer about an overly strong barbarian.
But I think we can do better than you have here. You see, being devastating offensively, but shockingly vulnerable and useless out of combat, does cause a lot of problems. LA causes a lot of problems, but the biggest one is exactly this: skew.
A simple improvement, in both directions, by suggesting the LA +1 goliath from Races of Stone—less LA, less power, and the character is less skewed and causes fewer problems. The goliath isn’t Large, but has powerful build that lets them count as Large in many ways—and then the goliath barbarian substitution level, also in Races of Stone, offers mountain rage, and truly-Large size for a limited amount of time per day. Having the player use the goliath’s stats, despite being a “half-ogre,” would be a straightforward solution with WotC support.
But really, I think we can do even better than that. The goliath isn’t a half-ogre, and powerful build isn’t Large size, and while mountain rage can cover most uses, it still isn’t quite the same. And in my experience, having played, played alongside, or run games for goliath barbarians in the past... the goliath doesn’t really earn its LA either, even with mountain rage. So what I propose is an LA +0 half-ogre. True Large size, while very very good, might be possible on an LA +0 race.
Therefore, I present an LA +0, Large size, half-ogre race. Races are relatively simple parts of the game, and I have designed races professionally for 3.5e and Pathfinder; I am reasonably confident in my design here. It goes off the established rails some (LA +0 Large size is verboten under WotC design guidelines, and even powerful build always came with LA +1), but I’m going to build in a lot of downside. Moreover, I have played (with) plenty of characters that were Large—it isn’t that big a deal. Even in gestalt games where the LA could all be put on one side (greatly mitigating the effect of the LA and making half-ogre et al. far cheaper to use), the Large size was only “good,” not “broken.” (The large ability score adjustments were far more problematic.) I am confident that the drawbacks of this race are at least as costly as the effort expended by those characters in becoming Large.
Half-Ogre Racial Traits
Starting Ability Score Adjustment: +2 Str, −2 Dex, −2 Int, −2 Cha.
Large: As Large creatures, half-ogres have a −1 penalty to Armor Class and a −1 penalty on all attack rolls. They also have a reach of 10 feet.
Speed: Half-ogre land speed is 30 feet.
Darkvision: Half-ogres have darkvision with a range of 60 feet.
Giant Blood: For all special abilities and effects, a half-ogre is considered a giant. Half-ogres can use giant weapons and magic items with racially-specific giant powers as if they were giants.
Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal.
Favored Class: Barbarian.
Level Adjustment: +0.
By drastically reducing the ability score bonuses and removing the natural armor, we reduce a lot of the skew in the character. And because the ability score adjustments turn out sharply negative, and the race really doesn’t have much of anything else going on, we attach some very heavy drawbacks on the Large size. I considered losing the darkvision (after all, ogres have both that and low-light vision, and Savage Species saw fit to toss out the low-light vision), but in my experience darkvision is minor in most cases, and the race block just looked bare without it. But it might be a target if you want to remove more.
Ultimately, this race ends up being very, very good for a barbarian, and several other classes (the lack of Wisdom penalty opens up interesting opportunities for, say, psychic warrior), but it doesn’t end up being necessarily the best option every time. That is, it joins the top tier of race options for melee characters, but it doesn’t establish an entirely new tier over and above a few of the best existing options. Dragonborn, human (and human variants), warforged, water orc are each competitive, for examples. A dragonborn half-ogre could be a problem (since you keep the best thing about half-ogre and then get real racial features from dragonborn), but no more so than a dragonborn warforged—so you should probably just ban both of those combinations (or allow both, but recognize that they start to look like the only reasonable melee options).
Best Answer
As for the first part of your question, I know of none, but I know very little outside the rules.
As for the second question,
Variant 1 is correct
An awakened animal retains all Animal features, features being a game term that encompasses HD, BAB and Saves.
The spell description states
Looking at Augmented, we get
Since awaken does not specify differently, an awakened animal is a "usual" Magical Beast (Augmented Animal), meaning it has the Features of an Animal paired with the traits of a Magical Beast.
Note that by RAW, the replacement of the Animal traits with that of a Magical Beast means that animal loses proficiency with all armor, even if it was war-trained prior to its awakening.