Sound of Azure
Contemplative Soul
Wow, lots to look at. Let's see...
Cool. Minor editing errors here, though. You should refer to "Hitting the Veins", not "Bloodletter". I suspect that was the original name of the feat.
Descriptive text: "Enemies". Minor typo.
Interesting. I wouldn't have thought of that one.
I... don't see the attraction of the feat. Unless the point is to be able to use a shield. If yu do keep it, I'd say granting a small bonus to resist disarm attempts (say +4) wouldn't be out of line.
Minor typo: "....you cannot drop or let go of the the chain if you fail...."
Finally, this sounds like a weapon style feat. You might give it that descriptor as well.
That's pretty cool. As above, this sounds like a Weapon Style feat.
Interesting idea, here. Sounds Weapon Style-ish too.
Minor clarification: "...as a full attack action, you may make an additional attack at your highest bonus (This is...)", and "...each round, gain an additional -2 penalty to your Armor Class and....".
Cool, I like this on. Should probably say "trip attempt", not "tripping attempt".
Minor typo: "...one-handed weapon with which you have..."
All well thought out extensions of metamagic there. Well done.
Seems strong, allowing spells that normally dissipate on one hit to persist for longer.
Clarification (perhaps): "By expending one use of your Quick Cast ability when using your Arcane Channelling ability, you gain the effect of the touch spell you use on every attack you make until the end of your turn. The spell gets..."
Seems fair enough.
What does spell power do? I don't recall... is it the one where the caster level and DC each go up by 1?
Hope my comments have helped. Sorry if I'm a bit anal retentive over the language used.
You've produced a lot... lots to absorb. I may comment on the metabreath feats looking more closely at them at a later time.
Hitting the veins[General]
You know how to make your enenies bleed
Prerequisite: Base attack bonus +3
Benefit: When you score a critical hit against an opponent in melee, you may forgo the additional damage to cause a bleeding wound. The opponent takes 2 points of damage next round and each round thereafter from blood loss. Any magical healing or a DC 15 Heal check stops the bleeding. Creatures immune to critical hits are also immune to this effect.
Special: Fighters can select Bloodletter as one of their fighter bonus feats.
Cool. Minor editing errors here, though. You should refer to "Hitting the Veins", not "Bloodletter". I suspect that was the original name of the feat.

Descriptive text: "Enemies". Minor typo.
Leader of Craftmanship[General]
You work well with others and can use teamwork to speed construction.
Prerequisite: Craft (any) 6 ranks, Skill Focus (Craft)
Benefit: When you are assisted in a Craft check by at least three other people who each have at least 1 rank in the same Craft skill, each assistant who succeeds at her check to assist you grants you a +4 bonus instead of the normal +2.
Interesting. I wouldn't have thought of that one.
Chain Wrapping [General]
You can wield a spiked chain single-handedly.
Prerequisites: BAB +6, Dex 15, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Combat Expertise
Benefit: As a move-action that does not provoke an attack of opportunity, you wrap up part of your spiked chain around your forearm, allowing you to wield this weapon as a one-handed weapon. You lose the ability to strike opponents within 10 feet, but the weapon remains the same. You can still trip or disarm, but you cannot drop or let go of the chain of you fail the opposed check. Unwrapping the chain is a move-action that does not provoke an attack of opportunity.
Normal: You must wield a spiked chain as a two-handed weapon.
Special: A Fighter can choose Chain Wrapping as one of its bonus feats.
I... don't see the attraction of the feat. Unless the point is to be able to use a shield. If yu do keep it, I'd say granting a small bonus to resist disarm attempts (say +4) wouldn't be out of line.
Minor typo: "....you cannot drop or let go of the the chain if you fail...."
Finally, this sounds like a weapon style feat. You might give it that descriptor as well.
Chain Cyclone [General]
You can wield a spiked chain as a double weapon.
Prerequisites: BAB +9, Dex 15, Exotic Weapon Proficiency (spiked chain), Weapon Focus (spiked chain), Combat Expertise, Chain Wrapping, Two-Weapon Fighting
Benefit: You can use your spiked chain as double weapon, and you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You cannot use the spiked chain as a reach weapon while using it as a double weapon, but you may switch techniques, once per round as a free action.
Special: A Fighter can choose Chain Cyclone as one of its bonus feats.
That's pretty cool. As above, this sounds like a Weapon Style feat.
Axe Shield [General]
You are skilled at using your axe’s head as a rudimentary shield.
Prerequisites: BAB +6, Str 15, Weapon Focus (Greataxe), Combat Expertise, Shield Proficiency
Benefit: You gain a +1 shield bonus to AC when fighting in melee when fighting with a greataxe. This bonus increases to +2 when fighting defensively or when using the total defense action.
Special: A Fighter can choose Axe Shield as one of its bonus feats.
Interesting idea, here. Sounds Weapon Style-ish too.
Frenzied Berserker [General]
You rage like a madman at the cost of your health.
Prerequisites: BAB +9, ability to rage.
Benefit: You need to spend two rages to activate this feat. While raging, you gain an additional +2 to Strength and as a full attack action, may make an additional attack at its highest bonus. (This is not cumulative with haste or similar effects). However, you take 4 points of non-lethal damage each round, gain a cumulative -2 to Armor Class and are exhausted at the end of your rage instead of fatigued for the time of the encounter, and then fatigued for the same amount of time. To end this rage, you must make a DC 20 Will save. You may choose what kind of rage you want to enter.
Minor clarification: "...as a full attack action, you may make an additional attack at your highest bonus (This is...)", and "...each round, gain an additional -2 penalty to your Armor Class and....".
You may want to give the user of the feat to choose to ignore the size bonus, otherwise it might be bad for larger characters who take the feat (though they probably wouldn't).Greater Disarm [General]
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Base Attack Bonus +6
Benefit: You ignore any disarm bonus due to size when disarming. You also gain an additional +2 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Greater Disarm as one of his fighter bonus feats.
Greater Trip [General]
Prerequisites: Int 13, Combat Expertise, Improved Trip, Base Attack Bonus +6
Benefit: If your tripping attempt fails, the opponent cannot react to trip you. You also gain an additional +2 bonus on your Strength check to trip your opponent.
Normal: See the normal trip rules.
Special: A fighter may select Greater Trip as one of his fighter bonus feats.
Cool, I like this on. Should probably say "trip attempt", not "tripping attempt".
Nice one.Greater Feint [General]
Prerequisites: Int 13, Combat Expertise., Improved Feint, Base Attack Bonus +6
Benefit: When feinting against a nonhumanoid, you take a –2 penalty. Against a creature of animal Intelligence (1 or 2), you take a –4 penalty. Against a nonintelligent creature, you take a –8 penalty. You also gain a +2 bonus on your Bluff check to trying to feint.
Normal: When feinting in this way against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Special: A fighter may select Greater Feint as one of his fighter bonus feats.
It seems kinda weak as is. Perhaps it should allow one re-reroll of initiative once per day as well as the +2. Or something.Greater Initiative [General]
Prerequisites: Dex 15, Improved Initiative
Benefit: You get an additional +2 bonus on initiative checks.
Special: A fighter may select Greater Initiative as one of his fighter bonus feats.
I think you should roll these feats into one, really. It's not worth two feats in my opinion.Improved Tower Shield Proficiency [General]
Prerequisite: Str 13, Shield Proficiency, Tower Shield Proficiency
Benefit: When employing a tower shield in combat, you take only a –1 penalty on attack rolls.
Normal: When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.
Special: A fighter may select Improved Tower Shield Proficiency as one of his fighter bonus feats.
Greater Tower Shield Proficiency [General]
Prerequisite: Str 15, Shield Proficiency, Tower Shield Proficiency, Improved Tower Shield Proficiency
Benefit: When employing a tower shield in combat, you do no take penalties on attack rolls.
Normal: When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.
Special: A fighter may select Greater Tower Shield Proficiency as one of his fighter bonus feats
That's interesting.Improved Weapon Finesse [General]
Prerequisite: Dex 15, Base Attack Bonus +6, Weapon Finesse, Weapon Focus (see below)
Benefit: You may use your Dexterity modifier instead of your Strength modifier on attack rolls when wielding a one-handed weapon which you have Weapon Focus. If you carry a shield, its armor check penalty applies to your attack rolls.
Normal: Weapon Finesse only applies to light weapons.
Special: A fighter may select Improved Weapon Finesse as one of his fighter bonus feats.
Minor typo: "...one-handed weapon with which you have..."
All the Metabreath feats
All well thought out extensions of metamagic there. Well done.
I'm not familiar with the Dvati either, so I can't really comment. They look interesting, though.The Dvati Stuff
Persistent Arcane Channelling [General]
You can hold your touch spells long enough to strike the opponent several times before the spell wears off.
Prerequisite: Base attack bonus +16, Arcane Channelling (full attack), Quick Cast 3/day
Benefit: By spending one of your Quick Cast when using the Arcane Channelling ability, the touch spell you use dissipates only at the very end of your turn. The spell gets discharged each time you score an attack, regardless of the number of attacks you can make in a round and regardless of whether it is the same target or not.
Normal: When using Arcane Channelling as part of a full-attack action, the spell used gets discharged only once per target hit.
Seems strong, allowing spells that normally dissipate on one hit to persist for longer.
Clarification (perhaps): "By expending one use of your Quick Cast ability when using your Arcane Channelling ability, you gain the effect of the touch spell you use on every attack you make until the end of your turn. The spell gets..."
Extra Quick Cast [General]
You may quicken your spells more times than others.
Prerequisite: Quick Cast 2/day or more
Benefit: You gain one extra use of Quick Cast.
Special: You may take this feat multiple times, its effect stacks.
Seems fair enough.
Improved Spell Power [General]
Your spells are even stronger when you have hit an opponent.
Prerequisite: Spell Power +2
Benefit: Your Spell Power increases by 1.
Special: You may take this feat multiple times, its effect stacks.
What does spell power do? I don't recall... is it the one where the caster level and DC each go up by 1?
I'd probably have the spell slot and arcane channelling use wasted if the target is outside the 30ft range, but otherwise I like it.Ranged Arcane Channelling [General]
You can channel your touch spells into ranged weapons.
Prerequisite: Base attack bonus +10, Arcane Channelling, Weapon Focus (any ranged weapon), Point-Blank Shot
Benefit: You may use Arcane Channelling into ranged weapons. However, the spell is discharged only if the target is at a range of 30 feet or less.
Normal: When using Arcane Channelling, you may only apply a spell to melee weapons only.
Hope my comments have helped. Sorry if I'm a bit anal retentive over the language used.

You've produced a lot... lots to absorb. I may comment on the metabreath feats looking more closely at them at a later time.