A concern was brought up in a discussion of these mechanics on another forum that might be somewhat relevant: The five-feat structure used in this thread presents a pretty extensive investment that rather limits your other options. Since no class gets bonus Technique feats (yet), you're stuck using your standard feat slots from Career Level for these, which means if you're aiming to max out a Technique chain the only other feats you can have until level 15 are whatever your specialty and class provide as bonus feats. Classes without bonus Melee, Ranged, or Unarmed Combat feats are going to need to invest their specialty and every feat from Career Level to get a full weapon B/M/S chain (which seems to me to be something of the bread and butter of martial combat) along with mastering a Technique chain. And they'll need to choose between getting the weapon feats early or the Signature Technique early.
In Fantasy Craft, the base classes with medium or high BAB that fall into this category are Captain, Explorer, Emissary, and Crusader (though Crusaders do have some wiggle room with being able to pick up a Technique chain as a Path -- though they won't finish it until level 20). Technically also Priests, but since they can potentially get Technique feats via Paths they're actually one of the best equipped to utilize these mechanics. Assassins and Sages also come pretty close, with Assassins only getting temporary Melee Combat feats at level 5 and every 4 levels thereafter and Sages needing to use their Cross-Training every 4 levels to get it.
Even if you do have the right bonus feat options from your class, you're still pretty limited if you want to pick up a full Technique chain. Ordinarily a Soldier or Martial Artist can use feats from Career Level to dabble in noncombat stuff, or pick up feats from noncombat trees that complement their fighting style, and still do quite well for themselves on the basis of their bonus feats. If they want to max out a Technique chain, though, they'll be stuck rather monomaniacally focused on combat, and even for combat will be limited in where they can get feats to complement their chosen style. Burglars, Lancers, and Scouts seem to have it the best, with class bonus feats that allow them access both to weapon chains and to noncombat effects, but even they are still somewhat limited.
Basically, what I'm getting at here is trying to make sure these feats are being designed with this in mind. Is the benefit proportional to the opportunity cost involved, seeing as the opportunity cost seems to be a bit steeper than typical for a feat chain?