Oofta
Legend
Well, technically, the "Stealthy Move 10 Feet" feature closes the arguments that might arise from ... well... rather vaguely written stealth rules.
As per RAW, you can't hide if the viewer has a clear line of sight to you. Now, in [MENTION=6703052]SA[/MENTION]tym's example, the guard's back is turned, so, no clear line of sight. However, that can lead to some friction at the table, particularly if the DM is being a bit of a dick - "Oh, his back was turned to you, but, he turned around just as you broke cover." - sort of shenanigans.
This feat just makes stealth a bit more reliable.
But, in your case [MENTION=6703052]SA[/MENTION]tym, the feats aren't really problematic, they're just already incorporated into your play style. They don't add anything to the game. In your shoes, I'd just not use the feats because, after all, why bother? Not a major issue, just something you're not going to get much use out of.
For groups that are a bit more by the book, this kind of feat leans 5e back towards 3e and 4e where these kinds of things were codified. Just a play style thing more than anything.
The problem I have with stealthy is that it's just ... lazy.
As written, this feat overrides the "clear line of sight" rule. That might be ok in some games, I just want a little more realism in my campaigns. Well, realism in the sense that things work like we would expect them too allowing for magic and simplification for making the game work.