eamon said:
That sounds like a good idea.
I still think these feats are too weak as written.
So, "let me nerf these feats and then complain that they're too weak."
I purposefully left the bonus stand as an all-around bonus. The defense feats are stronger than Dodge (granted no one takes Dodge for the Dodge feat, they take it because they need it as a prerequisite for something . . . in my experience people forget to use it 85% of the time).
Then there's Spell Penetration . . . what percentage of critters have Spell Resistance?
I think these feats are pretty solid. They work well with abilities that grant you attacks of opportunity for odd things (like charging). They don't require a bunch more paperwork (tracking who you are getting the bonus against). You could even add another one:
Brace for Impact
Requirements: Combat Reflexes
You can refrain from taking an attack of opportunity against someone that casts a spell (or manifests a power) in melee combat to gain a +4 to your saving throws against spells for one round.
They are situational, which means you'd want to build your character around them and get other feats like Improved Disarm and Improved Trip and make attacks that force enemies to incur attacks of opportunity by picking up dropped weapons, trying to grapple, standing up, etc. I think they'd be a lot of fun in a swashbuckling game and make a fighter/duelist a scary combo.
Also, these feats give PC's a reason to pay attention to who gets attacks of opportunity when and why, which helps out the DM.