Strong, but not on par with paladin or barbs.
Sentinel is key, and a few battlemaster maneuvers can help depending on position. Though your OA damage doesn't scale.
Fighter's are the best at damage. Even sword and board will do good damage.
20 dex, Crossbow expertise, sharpshooter, and precision strike. Let allies buff you (bless, bard, crusader's mantle, foresight) and just mow things down.
2-handed champions works at higher level, but you don't gain much for the loss of range, so there only really better indoors.
No need. Unless the rest of the party is barbarians and paladins, you'll want to go towards the enemy, not away.
Mobility feat is about it.
Mediocre at best. Your better off being the target of support, not the giver.
Commander's strike and PDK both work good with rogues, who's single attack is pretty strong, but you generally better off hitting things yourself. Maybe give up an attack to prone depending on initiative. You can also use your extra feats for inspiring leader, healer, or extra skills.
EK brings some utility, but not really support.
In short, fighters are strikers, with a heavy side of tank, but little else.