1. Feats are combat-oriented.
Not sure I agree with this one. While I see your point, I'm used to feats being one of the few ways outside your race and class that you can really customize your character. Backgrounds could fulfill that function, but as of right now, they seem a bit... lean in that regard. I don't think 3 skills and a minor roleplaying feature are quite enough, but thats a problem I have with backgrounds, not feats/specialties.
2. Feats fit into a specialty.
I'm not sure how I feel about this. On the one hand, I like how specialties give people a simpler option for making characters, but on the other hand, they seem to take away much of the purpose that feats were created for - to provide more options and customizability for characters in a game that is otherwise severely lacking in it.
Before 3e, you picked your race, picked/rolled your ability scores, picked your class and... that was about it. There were optional weapon and non-weapon proficiencies, casters could pick spells, and rogues could assign points to their theiving skills, but that was it. That was literally all there was to your character. 3e came around and gave us a robust skill system and feats, and it really opened up alot of possibilities. It wasn't perfect, but I don't want to see that level of choice go away.
Having all feats be part of a pre-made package just diminishes the number of options I have for customizing my character. It just rubs me the wrong way, though I understand why they did it.
3. Feats are not class-specific.
I agree, for the most part. I too dislike things like feats that give more channel divinities or other such things. That said, I'd like for there to be things like metamagic feats, which obviously would be useless to non-spellcasters.
4. Any feat that affects HP or money should scale with level.
I agree with what you're saying here, but I have an even simpler solution. There shouldn't be feats that add to HP or that save you money. It's boring and uninspiring, IMO. As for herbalist, I keep asking myself, why isn't this one of the options for the artisan background? I don't think it should be a feat at all. I'd much prefer for crafting to be left out of feats entirely.
5. It should take a dedicated action to gain advantage on an attack roll.
I have no objection here, though I wouldn't be against the occasional exception to this rule, as long as it is carefully balanced.
6. New powers must be useful options for the appropriate build.
7. Passive bonuses must be interesting and character-altering.
8. Feats that improve existing powers need to be carefully examined across all applicable classes.
I agree with those.