Greetings!
Well, I suppose the feats could be trimmed, as desired. However, my rationale for them goes something like the following:
Alertness adds +2 to Listen/Spot
Acrobatic adds +2 to Jump/Tumble
Athletic adds +2 to Swim/Climb
These skill bonuses are simply to not only reflect what many Hobgoblins spend a lot of time doing, but also a natural skill in these activities due to their muscles, coordination, and so on, which are distinctly superior to a Human's, for example.
Skill Focus adds +3 to Ride; This seems appropriate for a race that values riding skills, by often putting their young in the saddle starting at the age of five. Thus, 10-15 years of this kind of focused training, to gain +3 in Riding, when they are probably still going to die a swift death anyways, doesn't seem to be overwhelming.
Toughness adds sufficient initial hit points, thus increasing their survivability from more than one sword-stroke from a PC.
The Weapon Focus skills add only a +1 To-Hit, to such weapons that they have been training with for a lifetime. Say, since they were 5. That's a +1 bonus with those weapons for 10-15 years of practice. Most humans, commoners, and rather more urbanized and civilized folk have their time occupied with a dozen other activities. The Hobgoblins put great emphasis on these weapons from a very young age.
Exotic Weapon Proficiency: This is simply to "legalize" the weapon-knowledge for the Hobgoblin character, as to the Hobgoblins, the Khandar isn't an *exotic* weapon.
Sure Aim increases by a gradual bonus to hit, at the rate of +1 point per round of preparation and concentration, before firing, with a maximum of +3. For a society that teaches their young in archery from the time they are five, this seems like an appropriate ability.
Side By Side and Team Flanking simply add a modest bonus to Hobgoblins as they engage in mass combat. Because Hobgoblins are so highly disciplined, and conditioned by long and vigorous practice of team-warfare, and disciplined formations, these two seem appropriate, without providing any overwhelming advantages in any combat that PC's are likely to face with the Hobgoblins.
In thinking about designing races, I envision them en total. What they do, how they do it, what intrinsic physiological and cultural differences set them apart from another race, and so on. It doesn't seem to me that most of the feats really add a massive edge in combat, and most of the benefits are small enough that their inclusion provides mostly cultural and physiological flavour, that adds an overall small incremental bonus, which is tangible of the race's distinctions, without being overwhelming. The actual number of feats, per se, aren't as important as to what the feats really *DO*, or *EFFECT* The main focus, is does the template accurately reflect the creature's physiology, culture, and upbringing?
For example, by looking at the actual skills, feats, and so on, and how they actually work together, compare a 18 year old human Fighter, 1st level, who comes from a typical rural-farming environment. What kind of natural abilities does the human have? Nothing in particular stands out, as it's too varied. What kind of skills should the 1st level Human Fighter have? Well, I would think that he should have a few more than the default rules allow, but there doesn't seem to be too many compelling demands.
Now, imagine an 18 year old Hobgoblin Fighter, who was raised in a fortified town out on some blasted waste where war and death are a regular occurance. From the age of five, he is trained in several weapons, how to wrestle, and kill a man with teeth, claws, his feet, with clever moves designed to crush one's foe quickly. The young Hobgoblin is also trained to ride from the age of five, and to be an expert rider. The Hobgoblin's natural agility, speed, and coordination are honed and sharpened to a fever pitch. In weekly inter-tribal contests, and for hours of training, the young Hobgoblin learns to work with a team, working on footwork, group weapons-practice, and comprehending the tribal horn and flag signals in warfare, to perform the combat manuevers upon command, under stressful conditions of noise, screaming, blood, and smoke.
What is the differnce? To me, it would seem that the two 1st level fighters, young as they are, are not the same. They are vastly different, racially, as in their physiology and physical abilities, as well as an entirely different cultural upbringing.
However, if one operates strictly according to the standards in the MM and Player's Handbook, there won't really be any significant differences to speak of.
Thus, this is some of my rationale behind the design. I could be wrong, and I'm very open to suggestions. I thought I would answer some of the questions, though. I hope I have been helpful, and feedback is always good!
Semper Fidelis,
SHARK