Jonesy89: Rakeesh and Toro are probably going to wind up going the Great Cleave route, but after that I'm not sure; I could always give Rakeesh some extra INT and have him take Whirlwind Attack, but that's not really an option for Toro what with his abysmal INT
A 2-point intelligence boost is unrealistic to begin with, but you'd also need to boost dexterity by 4 points. This is just not happening. The improved critical feat is a nice choice, much better than weapon focus and the #1 reason to specialize in a specific weapon. For Toro, iron will to help that low will save will be useful. When in doubt, improved initiative is always a fine choice; when a high-damage tank goes first he can eliminate enemies before they get a chance to act.
Jonesy89: A little torn on Elsa, though; on the one hand, dual wielding would allow her to get a lot of sneak attack, but using a rapier with its nice crit range would require using a different off hand weapon (which wouldn't make the most out of Weapon Focus). If nothing else, I still have time to make her a dedicated archer with her current feats, but archers seem to have a harder time getting sneak attack.
First of all, sneak attack damage is not multiplied on critical hits. Since SA is going to be where most of Elsa's damage is coming from, it's not the end of the world if you sacrifice your critical hit chance. With that said, the kukri remains an option; it's a 1d4/18-20 light weapon. It's a very rare weapon type, though, so you'll definitely need to craft if you go for it.
Archers really aren't very good in core 3rd edition. While later publications offered more options, only the core rules are implemented in ToEE and the feat and class selection for archers here is pretty dismal.
Dreamteam67: In the end, ToEE is going to be brutal to your party, no matter how good their builds.
This. I run high-optimization and I frequently got smacked down (particularly at low-levels). ToEE is ruthless, and that's what to love about.
Jarmo: For this reason I've always preferred
Empower to
Maximise.
From the description, it seems +50% is about as good overall as max roll, but takes a slot one level lower.
The thing is, I've never checked if the feat works in game the way I'm thinking (be it ToEE or NWN).
To be entirely honest, they're both quite overpriced. Empower is more realistic at a 2-level offset, but it's still not something I'd be inclined to use much at all. These feats decent for spontaneous spellcasters, since they stretch your spells known, but I find them close to useless for prepared spellcasters. In the vast majority of situations, you're just better off preparing a higher-level spell than modifying a lower-level one.
For the most part, the only metamagic worth using are the ones with only a 1-level offset. The sole exception to this is the outright godly quicken spell metamagic. It's exorbitantly expensive, but it's pretty much the only way to cast two spells per turn. As for choosing between empower and maximize, it depends on the spell. Some have a very large random component, others do not. In NWN, Maximized Isaac's Greater Missile Swarm is an extremely good use of this metamagic and on its own is enough to make me seriously consider picking up this feat.