So next up with be Epic Fortitude.
Epic Fortitude is a feat that bears very little resemblance to its ELH counterpart (from which it is not directly descended - I am pretty sure I had forgotten the ELH version existed). Anyway, gives the benefit of Great Fortitude, with an extra bonus if you actually take that feat. You become immune to all mundane diseases, and any disease or poison with a DC of 25 or less. And you tripple your lifespan (rather than doubling it for being Epic).
Since that felt a bit light, you also get +1 to Strength or Constitution. This stacks with the usual Epic bonuses but not with other such feats, so it is a one and done. In my mind (apart from adding a little something extra to otherwise underwhelming feats), this serves two related purposes: They allow some customisation of ability scores at Epic levels, which otherwise go up in lockstep, so you are stuck with whatever the difference was pre-Epic. It also lets you break up the pattern if they end up all even or all odd (which might be annoying).
Epic Reflexes and Epic Will work the same with respect to Lightning Reflexes and Iron Will, and also give a choice of stat boosts (Dex/Int/Wis and Wis/Cha respectively), although obviously the other boosts are somewhat different:
Epic Reflexes also gives you Combat Reflexes (this was mostly inspired by one of my players, who always mixes up the two), and lets you use you Int or Wis bonus if it is higher than your Dex bonus for numbers of attacks. If you actually have Combat Reflexes you add your EB to AoO (again).
Epic Will gives you an extra save against any compulsion effect at the end of your turn. Given how good a Will saves a character with this feat will be, you should not stay compelled for long!
These are not super exciting, being about shoring up weaknesses rather than adding strengths. But they do a couple of important things IMNSHO.
Next time, Epic Galant.
_
glass.