By the base game's standards, many of these abilities would normally be unlocked with epic feats. I think they are too powerful for feats that are such an obvious choice that will also benefit multiclassed mundanes.
Fighters are already reliable and I'm glad to party with them as someone who plays two high level casters. This is no small adjustment, but a significant buff for all fighters, not just pures, pushing them past parity with 3/4 classes and other martials when it comes to cooperative play. Not only that, but this can't be dispelled. You could remove their feats for the levels where these become available, and bake them into the class, that's how good they are, there's just no reason to skip them.
I don't think this is necessary from a raw numbers point of view, having seen what pure mundane characters are capable of. What I don't like about it is that it doesn't really give them new options, nor does it incentivise teamwork, smart positioning, or any impressive gameplay tactic at all. These feats are not "special melee maneuvers and exotic weapons not available to any other character." So they don't introduce new playstyles or new abilities so much as they reinforce what we already know works best.
I'd also like to point out that these do have a higher potential uptime than cleric/paladin short-term buffs, in most practical situations, including multiple uses of extended prayer/battletide/divine favor, because you have to consider the downtime inherent to the module's design -- most dungeons will have time for the fighter to get his combat focus off cooldown because of traps, travel time between packs of enemies, and so on.
I did want to see changes to fighter that add depth to their gameplay. But this doesn't really add depth, and it seems like too much of an upward adjustment -- this much mileage, per feat, on a class with so many to burn -- seems like a bit much.
As someone who plays two high level supports, I like to give others in my party important short-term buffs and healing to help them hit more, cause more damage, and keep them in the fight. But what I can give simply pales in comparison to this, and most fights just aren't long enough for me to wait until their combat focus expires to use those buffs. Their AB would be so high they can only miss on a 1 anyway and that's their final attack, of the 6 they get.
tl;dr I think the investment is too low for a class that has so many feats.
I think the gameplay application is awkward and the cooldown period is odd.
I think this devalues support classes, who already popularly felt they had nothing better to do than buff themselves to help in melee and throw some healing around from time to time.
I'll wait and see, but I think it needs adjusting down. Even at half effectiveness these feats would still be a no-brainer.
Keep in mind that Regen triggers more than once per round,
It only comes in once per round, but you can stack it depending on source. Say you have Sacred Healing and a regen potion/spell, that will stack. I assume this will stack with some other kinds of regeneration. I'm a fan of regen so I am happy with that.