Note: These past-life feats are made under the assumption that they can stack up the three times, unless otherwise stated.
Note2: I didn't want to make up any active past-life feats, these are just the passive ones.
Note3: No, I didn't put any spell-pen in here. There is enough already in the heroic past lives.
Legendary Dreadnought: The cooldowns of your tactical feats are reduced by 1 second.
Grandmaster of Flowers: +1 bonus to all saves and you gain +1 ki on critical hits.
Shadowdancer: +1% Dodge, and +2 to to-hit and damage rolls on any attack that counts as a sneak attack. Also, you gain +1 to the DCs of Assasinate and Quivering Palm, if you posess these abilities.
Unyielding Sentinel: +1 to saves and +2 blocking AC and blocking DR. If you are in a defensive stance, you gain an additional 5% bonus to AC. This bonus does not stack 3 times, unlike the other bonuses from this feat, however.
Exalted Angel: You gain 3% light absorbsion and a +2 benefit to the Echoes of Power feat, if you posess it.
Shiradi Champion: +2 Ranged Damage and +2 to Diplomacy. In addition, stacks of Archer's Focus decrease twice as slowly, but this benefit does not stack, unlike the ranged damage and diplomacy portion of the feat.
Fury of the Wild: +1 melee damage, and an additional +1 damage when using power attack. You also gain 1/- DR if you have barbarian levels.
Primal Avatar: +1 Damage when shapeshifted, unarmed, using a ranged weapon or using two weapons. Your pets and summons also gain +2 to all saves and +5% HP and SP.
Draconic Incarnation: +2 to intimidate and -2 spell point cost when using empower or maximize. In addition, you gain +2% spell points at every 7th character level. The spell point bonus does not increase with additional stacks of this feat.
Spellsinger: +1 to all charisma-based skills and checks, including turn undead. You also gain +1 to the caster level and maximum caster level of all buffing spells (i.e., any spell that doesn't harm or heal).
Magister: +1 enhancement bonus to any spellcasting implement you are holding, and 2 stacking energy resistance versus all magical damage types except physical/force/untyped.