Yeah, I had a player make a character for my game who made a five-point attack trade-off but counteracted it with enough ranks in Improved Critical to crit on a 10 (which was especially good when he was allowed to take 10 against minions). I think he had another attack that was also double Autofire (which if you can afford it, and admittedly it is pricy, makes the tradeoff into a totally beneficial deal for you: If you would have hit without the trade-off, you deal damage as if the trade-off didn't happen, and if you roll lower and only hit because of the trade-off, then the fact that it is only for lower damage isn't a problem because normally you wouldn't have hit at all)
The normal feats as power feats / normal feats as powers rule is a pretty obvious extension that is mentioned officially in Ultimate Power, although it does leave more room for abuse.
Still, it allows some cool combos and neat things as well--if that's ever allowed, I absolutely want to spend one more point to have Sierra's Fascinate feat be a move action--then she can just keep talking and talking and have both Bewitch and Fascinate going on--the Bewitch save DC is pretty crummy, but the Fascinate DC is much higher, so if they're stuck there listening to her talk, eventually, they'll fail a Fascinate save
Of course, Fascinate is unnecessary if they're somewhere where they have to listen to her talk anyway