Hi U_K
Do you mean beyond all the epic stuff I already fixed? if so...I don't know.
Well yes and no, because this is a conversion of Epic in SRD to Pathfinder, and I don't want to just borrow your material, unless you want to participate in a more active way

, besides some of your solutions are not applicable to Pathfinder
The goods news are that I finished what I planned to do for monsters for now and I'm working with the Epic spells. Since in pathfinder spells level continues to grow naturally, I thought Epic spell should be there, in 10th level and beyond, so to assign levels what is done is basically divide by two the Spellcraft DC, for this all the basic DCs seeds have been subtracted 13 to a minimum of 2. I'm still not sure about allowing apply metamagic feats.
Here is an example of energy seed and a hellball
[h=2]
SEED: ENERGY [/h]Evocation [Acid, Fire, Electricity, Cold, or Sonic]
Spellcraft DC: 6
Components: V, S
Casting Time: 1 minute
Range: 300 ft. or touched creature or object of 2,000 lb. or less
Area: A bolt 5 ft. wide to 300 ft. long; or a 10-ft.-radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft.
Duration: Instantaneous or 20 hours (see text)
Saving Throw: Reflex half
Spell Resistance: Yes
This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the
energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt’s area must make a Reflex save for half damage. For each additional
5d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster’s fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional
5d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional
5d4 points of damage, increase the Spellcraft DC by +2.
The caster can also use the
energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the
energy seed this way has a base
Spellcraft DC of 12. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can’t directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards—even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the
energy seed.
[h=2]
Hellball [/h]Evocation [Acid, Fire, Electricity, Sonic]
Level 14th
Spellcraft DC: 28
Components: V, S , M
Casting Time: 1 standard action
Range: 300 ft.
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 252,000 gp; 6 days. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 24). Factors: double base area (+6 DC), 1-action casting time (+10 DC). Mitigating factors: 10d6 backlash (–10 DC), spend 1,000 gp in material component (–2 DC).
A
hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting. The character points his or her finger and determine the range (distance and height) at which the
hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
Material component: 1,000 gp.