The feats that reduce the martial point cost of fusillade should have a disclaimer that they cannot reduce the cost below 1 point, otherwise 0 - point cost fusillade could be stacked infinitely without hitting the max point limit. A player could easily have an effectively infinite bonus to - hit or on damage, or both, with a one-level dip and a feat.
Not how it works. A Fusillade is the complete attack, not the individual item. So a fusilier can use a 1 point costing Fusillade infinitely, but if they want anything more than a very basic standard action attack, they need to start forking over the martial points.
I probably need to name the lower level items something else, but I didn't want to steal the names straight out of ToB.
Fusillade components, maybe?
I'm not a fan of the Magic of the Sun and Stars feat with the current version of Day/Nightlight feats. Until you actually have all 7 feats (level 18 without bonus feats, level 15 for humans and strongheart halflings), you're setting feats on fire for no benefit. Most of the feats on opposite sides cancel each other out (Daylight Glows/Darkness Comes, for example, and those two are required), or you could have some rather significant penalties and conditions alongside your minor spellcasting boosts. As such, if you go for it from a low level character, at best you're gaining nothing at all from your feats for a long time, and at worst you're crippling yourself in about 90% of common situations. Then, when you suddenly get the capstone of that feat chain, you become super awesome 90% of the time. Or, if you're starting off at high level, you can skip the first 17 levels in which you had no feats.
I'm not sure most of the feats are actually that super awesome even when combined, other than the spellcasting boost that the increased spell point cap and free spell points gives when combined with the more versatile spell seeds (most just scale numerically with more spell points, but the ones that summon creatures or duplicate spells from a whole school have much greater potential with each additional point or two). The one that gives Half-Celestial to your summons is also pretty strong (cast one spell to have another creature around with some pretty strong SLAs, some of which are potentially above your own level of casting). Umbral template has the potential to give you your own Shadow army (+15 SP to make a summoning spell seed permanent, just have your umbral celestial owl kill off all the enemies you knocked out, or hunt down forest animals or whatever).