I really like it. It's kind of hard to make a weapon master character who is not "Soldier, but more so," and I think emphasizing the effects the character's skill has on others was a novel approach. It also helps the Edgemaster be a team player instead of a one-trip murder monkey.
When I first looked at the class, I was sort of baffled by Wrestling Basics as a requirement, although logically many combat experts would have some good moves. However, looking more closely, I noticed that it granted +1 defense, offered a useful stance if you were disarmed, and put the Edgemaster within close reach of Wrestling Mastery, which gives you a trick you could use in conjunction with Master's Touch. I don't know how much of that was deliberate design, but it works out well.
I also like the ability to gain a temporary basics or mastery melee feat. The most logical use is to use it with your favorite weapon to go from Basics to Mastery. However, it also useful for a more generalist character who is simply deadly with anything they hold. In fact, they could focus on a set of feats based on the stance and tricks offered rather than the weapon, then use this to gain some basic bonuses with any weapon and make use of their favorite stance. Also, Basics feats grant a stance, so this ability can be used to add a stance that works with whatever weapon is being currently used.