I'm saying that -if- they are the most powerful, they do not break the game. Something has to be most powerful, that's just how it works. You can't avoid that.
While I agree, it's the degree to which these feats become more powerful than other feats that I object to. They certainly don't break the game in the sense that you mean, but they do break the power curve for feats in general, which disturbs game balance. In terms of "levels" of brokenness, I see the Expertise feats as overpowered, bordering on bent at levels 25+.
If they are the most powerful, do they break the game?
If they don't break the game, there's no problem.
And here's where we have a fundamental disagreement about game design/development philosophy. I think that things can easily create problems without causing the game to stop functioning. For example, pre-errata versions of BRV, Marked Scourge, and Dual Strike certainly didn't break the game, but I think they were all problematic and I'm happy with WotC's decision to errata these items.
And, obviously, it is felt that Weapon Expertise and Implement Expertise are NOT too powerful... seeing as they've been improved on and made obsolete.
I don't think Versatile Expertise is an attempt to make something more powerful than Weapon/Implement Expertise. Rather, it is a superior implementation of the math adjustment that I believe the Expertise line represents. Unlike previous versions of Expertise, Versatile Expertise avoids effectively punishing Paladins, balanced Clerics, and other archetypes which use both weapons and (non-weapon) implements, since those archetypes no longer need to spend twice as many feats as others to get the desired hit rate.
In any case, thanks for explaining your position. I may not agree, but I can at least respect your stance, and I was previously having difficulty finding a way to maintain respect for the people who voted as you did.
t~