Question still stands: ready for skills and feats?
Yup!
Since they're based on Efreet, we should consider an Efreeti's skills and feats:
Efreet Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Efreet Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)
That looks a decent start, the Intimidate, Listen, Sense Motive, Spot for their Oathkeeping duties.
I would give them maxed-out Diplomacy instead of Bluff (since they're more about negotiating oaths than lying) and instead of Craft I would have Knowledge (local), since that covers "laws, customs, traditions" which they're supposed to have a wide knowledge of.
That leaves us with one skill too many, so I think we'll have to drop the Move Silently. Although that's a standard Genie skill it doesn't seem to fit their raison d'etre. That would make it:
Oathbinder Skills #1: Concentration 15, Diplomacy 15, Knowledge (local) 15, Intimidate 15, Listen 15, Sense Motive 15, Spellcraft 15, Spot 15
I would consider swapping the Intimidate for Knowledge (the planes) if we decide to give them something to represent their understanding of "interdimensional law".
Oathbinder Skills #2: Concentration 15, Diplomacy 15, Knowledge (local) 15, Knowledge (the planes) 15, Listen 15, Sense Motive 15, Spellcraft 15, Spot 15
We'll probably want to slap a racial bonus on a few of those.
As for the feats, the Efreeti's selection looks fine to me but they get one more for their 12 HD, so how about adding Negotiator?
Oathbinder Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Negotiator Quicken Spell-Like Ability (scorching ray)