This pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving a total of 2 pages of content for 5 feats dealing with the haste and slow spells, so let's check this out!
-Distorted Speed: Choose from 3 alternate blessings when under haste or blessing of fervor, ready or store a piece of equipment, charge as a standard action or gain deflect arrows; All effects remain for 1 round until they can be changed again to the regular benefits. Slow also provides 3 new detrimental effects: Increased casting time for those affected, ranged attacks cost standard actions or an inability to ready or delay. All targets of slow suffer from the same effect, while those affected by your modified haste-spells can choose freely.
-Marathon of One (Metamagic): Cast blessing of fervor, haste or slow as a single target spell at one level lower. Nice!
-Master of Speed: When you and allies within range (30 ft) roll initiative, you may assign allies to share their component initiatives. Rather cool, especially for strategist-type characters.
-Overlord of Speed: Whenever an opponent fails a save against a spell, spell-like ability or supernatural ability of yours, you can enforce a will-save to have them slowed for 1d4 rounds and, if they fail their save vs. this effect also grant an ally the benefits of either haste or blessing of fervor for the same round. This feat is too strong - even at DC 10+1/2 level, a free slow effect as part of another cast is very strong. Add then the beneficial effect for allies and we have a VERY strong feat. At least in my home game, this feat will not be allowed and imho needs some further limitation to make it less powerful - perhaps limiting the slow effect for one round and eliminating the accelerating benefit? Or making it either/or?
-Unrestrained Spell (Metamagic): At 1 level, double the range of "targets can be no more than X ft. apart"-clauses in spells.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks. And here we are - another excellent selection of iconic feats from SGG - with one exception: While most of the feats herein are dangerously close to my comfort zone regarding power, Overlord of Speed is sickeningly powerful and needs a nerfing. The abuse is rather plain to see and additionally, the feat entails additional dice-rolling with every cast that features a save. Thus, due to the one rather overpowered feat that tarnishes a collection of otherwise stellar and original feats. Thus, I'll settle for a final verdict of 4 stars.
[4 of 5 Stars!]