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Say you have Hideous laughter, being lvl 2 it's a base of +2 DC to save against
heighten it to lvl 9 and it's a base of +9 DC
an extra +7 penalty on a save is *enormous* since the game is basicakly "1d20" based
any change in an attack roll or DC save of +1 is a big step, basically +5% change
when it comes to fighters with multiple attacks,
or an area of effect spell (thus many saves required)
or a serious fight against a "boss",
altering rolls even by +1 has a significant effect
altering them by as example suggests +7, is HUGE
if you are fighting the Big Bad Ugly Of Extreme Butt Stomping, and your simple Hideous laughter spell stops him fighting back because he failed his save, this is enormous advantage
or if a dozen enemies charge the party and none of them save versus a Heightened "Slow"....
metamagic feats are extremely useful in right circumstances :)
Ahem. Problem that very, very few spells worth it.
In your example is an obvious waste of 9th level slot for very weak (against high-level disables) spells.
Skill monkey - you never could be wrong with it :) Especially for Perception (if WIS-based).
spell penetration, spell specialization, weapon focus ray/touch? necessary shooting feats like precise shot? Perhaps some skill focus, like persuation, to pass high level checks for crazy exp.
Couple greater spell focuses also pretty good.
it was an example ;) and depends entirely on what spells you have and your intent
for example, sorcerors have fewer spells but can cast more often, so if need be, heightening an *appropriate* spell for a stuation can be a good idea.
Wizards have many more spells to chose from so it's usually less of an issue/need
:)