Specifically related to the core elemental master feats that are designed with Savants in mind and hence have minimal benefit to their Divine and other cousins but extending the theory through all relevant feats:
Change:
Master of X
Your X (Fire/Cold/Electricity/Acid/Force/Light/Sonic/Poison/Alignment/Negative) spells gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
Some more specific examples based on class:
Split master of Wilds into:
Master of Summer
Your Fire, Light and Force Druid Spells gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
Master of Winter
Your Acid, Cold and Electric Druid Spells gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
Master of Shadowblades -> Master of Shadow
Your Illusion Spells and Illusionist abilities gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
New spells: (Lesser/Greater) Shadow Conjuration/Evocation, Shades
Master of Artifice
Your Fire, Electric and Force Artificer Spells gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
Master of Knowledge
An outlier feat, can be left as is but with the addition of a Master of Force feat.
Master of Divine Fire (suggestion)
Your Fire and Light Divine Spells gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
Master of Forceful Wrath (suggestion)
Your Alignment and Force Divine Spells gain +10 to their maximum caster level. Grants +140 maximum Spell Points.
If it is impossible to differentiate between Spell origins then the feats can have level requirements in relevant classes.
All in all seems an obvious progression to keep spells relevant in epic levels and beyond!