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Great work, I can see how this is a good thing to guide newbies on.
Some suggestions:
Is it worth mentioning clustered shots on the archer chain? A lot of things have DR and it becomes more valauble with rapid shot and many shot.
I'm not sure I follow the logic of recommending piranah strike on all dex melee characters but decrying two weapon rogues as creating too large a penalty to hit. The extra sneak attacks add more damage and come at the cost of a smaller to hit penalty.
If both feat chains starting at weapon finesse require weapon focus why not just explicitly make it part of the chain?
Is it worth mentioning mythic feats that are part of chains? I thought this in the context of spell penetration but there are other places they're relevant.
If you're highlighting times a chain is worthless and just there for flavour it's probably worth mentioning that augment summoning only raises your minions from "Needs 20 to hit" to "Still needs 20 to hit because they're so very much worse than any enemy you'd spend a spell slot on and +2 does nothing"
Is it worth mentioning Bolster? Empower wins out on the big guns but in the mid levels bolster seems a lot better. For instance on a spell rolling D6s like fireball bolster deals +2 damage per die for a +1 level increase while empower offers +1.75 damage per die at twice the cost.
Is it worth mentioning combat reflexes -> seize the moment in the same breath as outflank? It's an awful lot better than precise strike.
Improved initiative section might want to mention dex (or wisdom if you're pulling monk BS) based tanks. Being flat footed is very very bad for them.
I also suggest coving the basics for a tripping Pet: Bully Archetype, with the feats:
1. Fury's Fall
3. Combat Reflexes
(4 increase Int to 3)
5. Shake it Off (Teamwork)
7. Outflank
I also suggest taking Shake it Off for all melee characters at least (I usually keep it simple by having EVERYONE take Shake it Off) - it make a big difference for Saving Throws.
-4 penalty applies to ray spells
(a) much more valuable if play turn-based
(b) not needed for companions that are always acting as mounts as the riders initiative is used