Re: Spell-to-Power Erudite: Divine Spells...
If you haven't read the "Psitheurgy" article, it's probably worth saying that the article doesn't go into much detail explaining how the mechanics of the various feats actually work. There's a lot of room for interpretation on almost all of them.
Chameleon Crafting does say the effects of cross-built items count as psionic or magic, depending on the type of object. But CC doesn't say anything about actually turning the spells into powers, give any sort of parameters for implementing that kind of shift, or do anything to make divine spells count as arcane for StP's purposes.
Filling in the gaps liberally, it might not be unreasonable to say that a power stone with Flame Strike directly creates a new level 4 power, or to take a leap to call it a discipline power for the purpose of an Erudite learning the spell, or to assume it scales by the normal min-CL damage+1d6/PP augment trend. But that involves making up a lot of rules, even if none of them are too long of reaches on their own.
In a more conservative reading, Flame Strike would be in a power stone, usable as a power stone (UPD, no verbal or somatic requirements) for a psionic effect (which even without breaking Magic-Psionics Transparency is relevant for things like Close-minded), but is still a divine spell (meaning neither a regular nor StP erudite could learn it, but also meaning that its implementation would avoid the long series of made-up rules that becoming a power would entail).
Given that permissively embracing the ambiguity here could get a bit crazy in terms of rule-wise grey spaces (say an Archivist/Ardent/Psychic Theurge managed to learn Temporal Acceleration as a spell, how would augmentation work?), I think the more conservative reading is more reasonable. But taken permissively, I suppose it could make for a super-Spells to Powers variant in a couple feats (and do it in a way that makes Expanded Knowledge way better).