here are some fun feats for use with Psuedodragons that have some interesting Optimization possibilities:
Air HeritageType: Heritage
Source: Planar Handbook
You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors' natural agility and grace.
Benefit: Your fly speed increases by 30 feet (up to a maximum increase equal to your normal fly speed). If you don't have a fly speed as a racial ability, this benefit has no effect. You also gain a +2 bonus on Balance and Jump checks when carrying a light load or no load and wearing light armor or no armor.
Wing ExpertType: Tactical
Source: Races of the Dragon
You can use your wings to create a variety of effects.
Prerequisite: Flyby Attack, wings and a glide or fly speed.
Benefit: The Wing Expert feat enables the use of three tactical maneuvers.
Wing Buffet: To use this maneuver, you must charge an opponent. On the round after the charge, you can flutter your wings in a distracting manner while you make a melee attack or attacks against the same opponent you charged. If that opponent fails a DC 20 Reflex save, you gain a +2 bonus for your turn on your melee attack rolls against the distracted opponent. You cannot make a wing buffet again until after you make another charge.
Wing Defense: To use this maneuver, you must have taken the total defense action. On the round after doing so, if you do not use your wings to fly, you can flutter your wings in such a way as to gain concealment for the round.
Wing Fan: To use this maneuver, you must have used at least one move action in the previous round to fly or glide at least 30 feet. As a full-round action in the next round, you can use your wings to produce an effect identical to a gust of wind spell with a range of 30 feet. Using this maneuver makes you fatigued. You cannot use this maneuver if you are exhausted.
Barbed StingerType: Monstrous
Source: Serpent Kingdoms
Your stinger is unusually difficult to dislodge.
Prerequisite: Sting attack.
Benefit: You gain the improved grab special attack with your sting. If you hit an opponent of any size with your sting attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and deal automatic sting damage (including poison, if applicable) each round that the hold is maintained.
Prehensile TailType: Monstrous
Sources: Serpent Kingdoms and Savage Species
You can use your tail to manipulate objects.
Prerequisite: Str 13, tail attack, Two-Weapon Fighting
Benefit: You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have two hands, your tail counts as a third hand for the purpose of the Multiweapon Fighting feat and all feats that use Multiweapon Fighting as a prerequisite.
You can also use your tail as a "hand" to assist in grapple checks and Climb checks. You gain a +2 competence bonus on all such checks.
Great Flyby AttackType: General
Source: Savage Species
You can make multiple flyby attacks in a round.
Prerequisite: Fly speed, Flyby Attack.
Benefit: Using this feat is a full-round action. When flying, you can move up to your fly speed in a straight line and attack a number of opponents equal to your Dexterity bonus. All targets must be within your reach along the line of your movement. Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each opponent you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each successful hit does the full damage to that creature; do not divide the result of the damage roll among the targets. Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may take them.
Normal: Without this feat, a creature can make a single flyby attack in a round.