Replacing a claw attack with an unarmed strike
Sorry, but no. Unarmed strikes use a weird hybrid of the rules for manufactured and natural weapons, but for the purposes of full-attacks, they work like manufactured weapons. That is, you get iteratives with them, but if you can only combine them with natural weapons by making those natural weapons secondary (−5 attack penalty, only ½Str to damage).
The first rule that you quote is specifically about spells and effects. A full-attack is not either of those.
Claws and lack of offhand unarmed strikes
Feral Combat Training does mean that anything from the monk’s unarmed-strike-improving class features can apply to natural weapons, and that can include the bit about never being offhand.
However, claws and other natural weapons are never “offhand” to begin with. The term “offhand” only applies when using two-weapon fighting, and that combat option does not interact with natural weapons (aside from the attack penalty, which applies to all attacks). So the fact that the monk class feature, combined with Feral Combat Training, says that natural weapons are never offhand does not do anything because that was already true.
Instead of “main hand” and “offhand,” natural weapons are either “primary” or “secondary.” These are different. When combined with manufactured weapons (or unarmed strikes) in a given full-attack, all natural weapons are secondary: they receive the −5 penalty and get only ½Str to damage. Neither the monk class nor Feral Combat Training does anything about treating them as secondary or removing or reducing the penalties for being secondary.
So whether you have Feral Combat Training or not, your full-attack using unarmed strikes is:
Unarmed Strike, Claw (−5), Claw (−5), Claw (−5)
If you have Feral Combat Training, the claws do benefit from the improved base damage dice of unarmed strike, however, even if they’re still stuck with ½Str to damage.
Two-Weapon Fighting, Feral Combat Training
If you are actually using two-weapon fighting, the provision about monks never having offhand unarmed strikes meaningfully applies only to the unarmed strike. It “applies” to the claws, but does nothing for them.
So, for example, if your two weapons are a sai and an unarmed strike, and you have the Two-Weapon Fighting feat, your attack routine would be:
Sai (−2), unarmed strike (−2), claw (−5), claw (−5)
The unarmed strike would add your full Strength to its damage, however. Note that I assumed that the sai took up one of your claw-hands. I did not wish to get into the debate about whether one can use two unarmed strikes as part of two-weapon fighting.
You didn’t ask, but about Flurry of Blows
All of the statements above about full-attack apply equally well to flurry of blows, except that you need Feral Combat Training to use natural weapons in a flurry at all, and flurry of blows cannot be combined with two-weapon fighting because of Paizo nonsense.
Personal recommendation
For the record, monks, natural attacks, and how they combine, these are some of the worst things in Pathfinder. The rules are confusing, complicated, and the result works very poorly. I suggest you save yourself a headache and just... not.
With your houserule, the DPR is huge
Natural Weapons are not Unarmed Strikes, making them so is a very unofficial, very unbalanced houserule.
Level selection
The best damage available in beast form is 24(4d8+6, Triceratops Gore) at +9 to hit, but you need 15 levels of Druid for it. To get the Extra Attack, you have to have 5 levels of Monk.
This is all of your 20 levels.
Starting Ability scores
for Human Variant with the Resilient(Con) for Concentration:
Str: 8
Dex: 16
Con: 14
Int: 10
Wis: 16
Cha: 10
ASI Monk 4: Sentinel, for out of turn DPR
ASI Druid 4: +2 Wis, for AC
ASI Druid 8: +2 Dex, for Flurry of Blows
ASI Druid 12: +2 Dex
Calculation
Assume AC 20 for the enemy, it is not unreasonable on level 20.
Official DPR:
+9 to hit, 2 x 24 (Gore) = 0.5 x 2 x 24 = 24
+11 to hit, 2 x (3.5+5) (Flurry of Blows) = 0.6 x 2 x 3.5 = 10.2
Alltoghether it is 34.2 vs AC20.
This is a very sudden jump however, at level 19 you either do not have Triceratops, or Extra Attack. Without Extra Attack you do 12 + 10.2 DPR, below a 17th level Monk.
Houserule DPR:
+9 to hit, 2 x 24 (Gore) = 0.5 x 2 x 24 = 24
+9 to hit, 2 x 24 (Gore as FoB) = 0.5 x 2 x 24 = 24
Alltoghether it is 48 vs AC20.
Extra Attack makes a much smaller difference now, as the FoB does the same damage as attacks done with your action. This is very unbalanced.
Compare it to 17 levels of Monk:
+11 to hit, 2 x (1d10+5) (basic attack) = 0.6 x 2 x 10.5 = 12.6
+11 to hit, 2 x (1d10+5) (Flurry of Blows) = 0.6 x 2 x 10.5 = 12.6
This all remains the same in the next 3 levels; 25.2 vs AC20.
Best Answer
No.
Claws are not light slashing weapons, they are light slashing/bludgeoning natural weapons. The difference is subtle but there are rules that cover them separatedly, specially for natural weapons.
The difference being that manufactured weapons can be enchanted (ie: made into magical items), while natural weapons cannot, they can gain bonuses from spells and certain magic items, but by themselves, they cannot be enhanced magically. Natural weapons can also be enhanced by feats that enhance natural attacks, while manufactured weapons cannot.
Yes, that is exactly the drawback from using Claw Blades, you gain the ability to keep your damage die, gain an +1 enhancement on the damage, and it becomes a manufactured weapon for all purposes, including enchanting and enhancing them. And they can also be used on interative attacks from high BAB.
Similar to Brass Knuckles for monks.
However, the Rending Claw Blades seems to point that Claw Blades should work just like your claws, despite being manufactured weapons now.