| Metaphysician |
IIRC, while gaining extra spells probably is a very useful thing for a spellcaster, the actual feats in question are way too expensive for the benefit. One feat = One spell is *not* a worthwhile trade. Maybe if it also came with a slot to cast said spell, but not simply to add it to your existing list.
| Garretmander |
spell penetration, greater spell penetration, penetrating spells, mobility>agile casting, save increasing feats, longarm proficiency, adaptive casting, weapon focus & improved initiative are all better.
Hell, connection inkling and technomantic dabbler are better if you've got the pre-reqs.
Later on, deflect projectiles even is better.
| Cellion |
In my experience, spellcasters are badly wanting to patch their saves (technomancers and witchwarpers have some dreadful saving throws thanks to their primary stat not granting a bonus to one and their base progression being bad), and there's plenty of other desirable feats. My 7th level technomancer required a serious weighing of options when deciding what feat to pick up, especially in comparison to my 9th level soldier, where I felt like I was just picking options for fun by that point.
Rather than take feats to expand spells known, I'd just buy some spell gems to get both spells "known" and more spells per day.