Many feats offer clear improvements -- it's a really good sign. Here's ten where I think the fixes are solid improvements, even if many are ordinary-level feats.
* Weapon training. A better name, and finally has a use.
* Spell Sniper. Very good. I wish they had kept the free cantrip. I'd prefer that to the ASI. Also I think a clarification is needed: for the prerequisite is any spellcasting allowed (e.g. elves with a spellcasting ability) or is it the spellcasting class feature only?
* Skulker. Now is a very solid choice for rogues. Losing the penalty to vision is an interesting choice; I know for some that was the strongest part of the feat, but 10' of blindsight is solid. I am one with the Force and the Force is with me.
* Lightly Armored. This is a reasonable conflating two earlier feats.
* Keen Mind. Excellent re-thinking.
* Durable. I like it. Tying it to the bonus action is clear.
* Dual Wielder. Top Marks. I love the re-write. Sure, it's awkward but it finally does what the feat should be doing.
* Defensive Duelist. I was initially nonplussed by the change, but the more I think about it, the more it seems good (a slight reduction to the central importance of Dexterity, and a good way to ease of of an initial 13 Dex score. (e.g. for a strength-based rogue)
* Crossbow Expert. The redundancy with Sharpshooter (and the repetition of "firing into melee" reduces the liklihood slightly that players will want to nab both. I'm not sure it's needed, but it's a fair re-write.
* Athlete. Another solid re-write. Advantage on jumps is overall helpful (whatever they do with the jump rules), and getting a climb speed is nice. (Generally I like having movement and swimming speeds because in play it means that characters don't need to make a roll for normal movement, as they do without a stated speed. I would like the glossary to spell that out, but I doubt anyone thinks it's important enough.)