A Slew of Feats...
...and then BED. Maybe

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Called Shot (general feat, fighter feat)
You do more damage with pinpoint attacks.
Prerequisite: Dex 13+
Benefit: On your action, before making attack rolls for the round, you may choose to subtract an even number (-2, -4, etc.) from all attack rolls for the round and add half that number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.
Notes: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.
CALLED SHOT Copyright 2001, Carl Cramér
Balance: 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)
This originally did not have the 2:1 ratio. I changed it because otherwise it changes the balance of combat, and the purpose of strong combatants, too much. Particularly since it can be used with melee and ranged weapons, which Power Blow can not.
Ducking Shot (general feat, fighter feat)
You are skilled at dodging while using your ranged weapon.
Prerequisite: Point Blank Shot, Dodge, Dex 13+
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.
Notes: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
DUCKING SHOT Copyright 2001, Albert Nakano
Balance: 4.70 (Purp 4.50, Pow 4.75, Port 5.00, Comp 4.50, Rule 4.75)
Opportunity Shot (general feat, fighter feat)
You shoot so fast that you can make ranged attacks of opportunity at point-blank range.
Prerequisite: Base attack bonus +8 or higher, Dex 13+, Point-Blank Shot, Rapid Shot.
Benefit: When armed with a ranged weapon that is ready for use, you have an effective reach of 10 ft. (or the range increment of your weapon, whichever is less) and can make ranged attacks of opportunity in any area out to this range. You may not make ranged attacks of opportunity if you are standing in an area threatened by an opponent. You may only make one
Attack of Opportunity using this ability; Combat
Reflexes does not improve this.
Normal: Ranged weapons normally can't make attacks of opportunity, and you have no threatened area when using them.
Special: If you used Rapid Shot in the same round as you use Opportunity Shot, the -2 attack penalty applies to Opportunity Shot as well.
Notes: You can't make an attack of opportunity against an opponent with 1/2 or more cover, such as behind another character.
OPPORTUNITY SHOT Copyright 2001, Carl Cramér, Eric D. Harry
Balance: 4.25 (Purp 4.75, Pow 4.00, Port 4.25, Comp 3.75, Rule 4.50)
Improved Opportunity Shot:
Prerequisite: Base attack bonus +8 or higher, Dex 13+, Opportunity Shot, Point-Blank Shot, Rapid Shot.
Benefit: As for opportunity shot, but your threatened range expands to 30 feet (or twice your range increment, whichever is less).
I broke the original opportunity shot into two feats. It's pretty powerful, even broken into two, but keep in mind that this allows a maximum of one attack.
Cross-Class Secrets (general feat)
You can learn a prohibited skill.
Benefit: Pick any one exclusive skill. You can now learn this skill as a cross-class skill.
Special: This feat can be picked several times. It does not stack. Each time, it applies to a new skill.
Notes: If you wish to learn the formerly prohibited skill as a class skill, you can pick this feat, and the Cross-Class Learning feat (from the netbook of feats) applicable to the same skill.
CROSS-CLASS SECRETS Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
Balance: 4.48 (Purp 4.80, Pow 3.80, Port 4.40, Comp 4.60, Rule 4.80)
Cross-Class Learning (general feat)
You can learn a cross-class skill as if it were a class skill
Benefit: Pick any two skills that are not exclusive to any class. The selected skills become class skills for all your classes from this point on.
Special: This feat may be taken multiple times, but does not stack with itself. Choose two new skills to become class skills each time it is taken.
CROSS-CLASS LEARNING Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.35 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 3.75)
Cast on the Run (General feat)
(Ultimate Feats Book)
You can keep your wits about you and focus your
magic even while running from your enemy or
moving to attack. Much like a skirmisher, you
can cast spells without interrupting your movement.
Prerequisites: Combat Casting, Dodge, Mobility.
Benefit: When using a standard action to cast a
spell, you may move before and after casting your
spell, rather than using a move-equivalent action
to move before or after casting your spell. The
total distance you move may not exceed your base
movement. The movement does not provoke an
Attack of Opportunity, but your casting provokes
one normally.
Note that Cast on the Run is actually MORE powerful than Tactical Spellcasting - who'd've thunk I'd do that?
Intuitive Spellcasting (general feat)
You are able to learn more spells.
Prerequisite: Ability to cast 1st level Arcane spells without preparation (like a Bard or Sorcerer)
Benefit: You can learn one additional spell of any level that you can cast. This is a single spell, not one spell per spell level.
Special: You can choose this feat multiple times but may only learn one additional spell each time you take it.
INTUITIVE SPELL KNOWLEDGE Copyright 2001, Eric D. Harry
Balance: 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50, Rule 4.50)
Spell Toughness (general feat)
Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school
Prerequisite: Base Will save bonus +4 or higher
Benefit: Against spells from the chosen school, you get a +2 bonus to all saving throws.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
SPELL TOUGHNESS Copyright 2000, Michael J. Kletch
Balance: 4.30 (Purp 4.00, Pow 4.30, Port 4.30, Comp 4.30, Rule 4.60)
Greater Spell Toughness (general feat)
You are incredibly resistant to spells cast from a chosen school.
Prerequisite: Spell Toughness, Will save +6
Benefit: Add +4 to your saving throws against spells and spell-like effects from a chosen school of magic that you have previously chosen Spell Toughness for. This bonus supercedes (does not stack with) the bonus provided by Spell Toughness.
Special: You can choose this feat multiple times but its effects do not stack. Each time it is chosen, it must be applied to a different school of magic that meets the above prerequisites.
GREATER SPELL TOUGHNESS Copyright 2001, Eric D. Harry
Balance: 4.34 (Purp 3.60, Pow 4.60, Port 4.30, Comp 4.60, Rule 4.60)
Dispel Mastery (general feat)
You are an expert at dispelling spells.
Prereq: The ability to cast
dispel magic.
Benefit: You get a +2 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +2.
Notes: In addition to dispel magic and greater dispelling, this feat could also be of use when casting break enchantment or quench.
DISPEL MASTERY Copyright 2001, Sébastien Adhikari
Balance: 4.80 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)
Note: I will allow this to stack with Spell Focus: Abjuration. It is narrow enough that I think the loss of the feat pays for the extra stacking.
Bonus Spells Focus (general feat)
Choose one spellcasting class. You receive more bonus spells for that class.
Prerequisite: Spellcaster level 4th+
Benefit: You gain a +2 bonus to the appropriate ability score for the purposes of determining how many bonus spells you have available to you in the chosen class.
Special: You can gain this feat multiple times if you have multiple spellcasting classes. Each time you take this feat, it applies to a different class.
BONUS SPELLS FOCUS Copyright 2001, William Setzer
Balance: 3.76 (Purp 3.80, Pow 3.60, Port 3.60, Comp 4.00, Rule 3.80)
Armored Caster (general feat)
You can reduce your chance of arcane spell failure when wearing armor.
Prerequisite: Armor Proficiency (in category of armor), Dex 13+.
Benefit: You can reduce your chance of arcane spell failure by 10%. Arcane spell failure can not be reduced below 5%.
Special: This feat does NOT stack.
ARMORED CASTER Copyright 2001, Bradley H. Bemis Jr.
Balance: 4.58 (Purp 4.50, Pow 4.20, Port 4.20, Comp 5.00, Rule 5.00)
BANNED
Bow Mastery: BANNED. This is the same as a second weapon focus that can stack with the original weapon focus, only better. To the player who found this for me, thanks

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Combat Archery: BANNED. There is a better feat, called Ducking Shot, which is more in line with the balance of feats like Mobility and Combat Casting.
Improved Dodge: Still BANNED. Nope. Haven't changed my mind. It must be good, though, I keep getting the question

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Tactical Spellcasting: BANNED. There is a better feat, called Cast on the Run, which is more in line with Spring Attack and Shot on the Run.
Draconic Bloodline: BANNED. Universal bonus to spell DCs, AND a new favored class, in return for... a vulnerability to dragonbane weapons? What? No. To the player who found this for me, thanks

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