All right, here's the problem. You're listing tricks that sound cool, but upon scrutiny just aren't worth the investment.
So, the cool ability is that four times per day, you can pick the feat of your choice and use it for one minute (myrm's weapon training bonus caps at +3). Now what have you paid for this? Well, four feats (one above, plus the fact that the myrm loses out on three arcana slots, which are feat-equivalent). It should be obvious that's not a good trade!
So what? The Magus is already proficient with all martial weapons.
Yes, easily. SOB is a really bad spell. Normally, it caps at 10d6 damage to a single target (by conjuring five greatswords, for 50 gp), and for this you have to make a regular attack. Now compare this to the old Magus staple of Intensified Snowball, which deals 10d6 damage to a single target as a touch attack; clearly that's much better. By the time that SOB actually deals 10d6+15 damage (as myrm weapon training caps at +3, not +5) you can already cast Disintegrate for 36d6 instead.
That's the thing. Whenever you spot a cool new trick, you should compare it to what a regular Magus can already do, and see if it measures up. If you want to make lots of attacks with a level 2 spell, try Bladed Dash instead.