Those feats are overpowered for not having true prereqs. The idea is pretty decent though, and I'd be inclined to nix the non-spellcasting parts and instead require certain prereqs such as Great Fortitude for Surge of Fortitude, etc.
I typically avoid Dandwiki if I'm trying to be serious about what I'm working on. Quite often the official splatbooks already have good variations or mechanically similar feats.
The whole idea is to help balance melee vs. casters. This benefits the melee classes (get a slightly "overpowered" feat just for them) and nerfs the casters (because dudes can save easier).
I posted them to DandDWiki LOL.
albeit really dumb, IMHO.
In any case, those feats don't help the problem, because the best way to screw someone over on a save spell is to target a weak save. Weak saves are almost always weak saves because it has a poor base progression for the creature. Your feat boosts the base component, and so will have neglible benefit for those who really need it. It's actually better as a fail-safe on a strong save in case of rolling a 1.
To be honest, it sounds like you're in a WoW mindframe or something where supposedly everything absolutely must be balanced. That's just not how D&D works. Let's face it, some classes and abilities are meant to be better than others.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.