I don't think some of these feats are as bad as people make them out to be (ok, maybe a couple are), but I do think they could use a bit of tweaking to be more desirable.
No change needed:
Harmony of Erathis - there are no allies who will say no to a +2 attack bonus once per encounter.
Kord's Favor - every 4 rounds of combat you and your allies should generate 1 critical. At least couple times a day there will be a good time to trigger that extra healing surge.
Melora's Tide - whenever you have an unconscious person at the end of a combat, this is a fantastic way to heal them up, saving two surges.
Moradin's Resolve - not the best at 1st level, but after 4th, I'd grab this feat in a heartbeat to get encounter and daily powers to work more reliably, while pounding on large opponents.
Raven Queen's Blessing - kill minion, heal ally, yes please.
Proposed tweaks:
Armor of Bahamut - target takes half damage from the critical hit (just so you don't feel like you wasted a power when the DM rolls max damage anyway).
Avandra's Rescue - change to immediate reaction that triggers when an enemy moves adjacent to the ally.
Corellon's Grace - Effect: ... and gain +1 to all defenses until the end of your next turn.
Ioun's Poise - change to immediate reaction that triggers when an enemy attacks you.
Needs re-write:
Pelor's Radiance - This is a sad excuse for an upgrade of Turn Undead. Maybe it could be sufficiently different if it was a ranged power sort of like a Force Orb that worked against undead.
Sehanine's Reversal - I don't even know if this one can be fixed. I'd just write up a new feat like Sehanine's Luck, +2 to a saving throw, or some such.
No change needed:
Harmony of Erathis - there are no allies who will say no to a +2 attack bonus once per encounter.
Kord's Favor - every 4 rounds of combat you and your allies should generate 1 critical. At least couple times a day there will be a good time to trigger that extra healing surge.
Melora's Tide - whenever you have an unconscious person at the end of a combat, this is a fantastic way to heal them up, saving two surges.
Moradin's Resolve - not the best at 1st level, but after 4th, I'd grab this feat in a heartbeat to get encounter and daily powers to work more reliably, while pounding on large opponents.
Raven Queen's Blessing - kill minion, heal ally, yes please.
Proposed tweaks:
Armor of Bahamut - target takes half damage from the critical hit (just so you don't feel like you wasted a power when the DM rolls max damage anyway).
Avandra's Rescue - change to immediate reaction that triggers when an enemy moves adjacent to the ally.
Corellon's Grace - Effect: ... and gain +1 to all defenses until the end of your next turn.
Ioun's Poise - change to immediate reaction that triggers when an enemy attacks you.
Needs re-write:
Pelor's Radiance - This is a sad excuse for an upgrade of Turn Undead. Maybe it could be sufficiently different if it was a ranged power sort of like a Force Orb that worked against undead.
Sehanine's Reversal - I don't even know if this one can be fixed. I'd just write up a new feat like Sehanine's Luck, +2 to a saving throw, or some such.