Other problematic classes/feats:
1. Radiant Servant of Pelor. I don't think this is as broken as most people claim, but it's definitely front-loaded. Spread the greater turnings out over the ten levels of the class and remove the martial weapon proficiency, and I think it's balanced.
2. Divine Meta-magic has a Holy Word/Blasphemy/etc problem. Really, however, it's the Holy Word spell and its look alikes that are the problem more than Divine metamagic (which is still a strong feat without the combo). The broken combos discussed above are easily doable without Divine Metamagic--just the alignment domain, ring, and orange prism ioun stone will boost caster level to +3, the karma bead will get +7, and death knell will make it +8. Not instakill with no save perhaps, but stunning or paralyzing with no save is a pretty good second best.
It's also worse in the hands of NPCs than PCs since the PCs foes often have more HD than their CR (frequently double their CR in HD) but PCs almost always have their level for HD.
3. The skilled and magebane weapon enhancements are pretty heinous too. A +2 enhancement that gives you BAB=HD?!? Why play a fighter again? Bane: everything with spell like abilities or spells? Oh, you mean bane just about everything high level PCs fight.
4. Mage Slayer and the other feats in that chain from Complete Arcane are better than epic feats like Spellcasting Harrier.
5. Fatespinner is problematic not because of the spin fate abilities which I haven't seen make a huge difference, but rather because of the nearly non-existent prereqs and the ability to get a 1/day re-roll. Nearly every arcane power-build now includes at least two levels of fatespinner because you can get that huge bonus (very important at high levels because of the frequency of saves) at nearly no cost. Tack on a few prerequisites that actually present an opportunity cost (like Skill Focus: Profession Gambler or even just 10 ranks of Profession: Gambler), and it would be a lot more balanced.