I agree.
But what tactics?
As was said above, the new tactics would mostly rotate around making yourself more mobile and/or impeding your opponent's movement.
How about something non-combat: you can perform trick shots to do things like put out candles, cut ropes, press buttons and levers, jam mechanisms, and the like. Basically Thaumaturgy with small objects.
EDIT:
Orrrr....something like the Monk's "Deflect Missiles", but only for thrown objects below a certain weight (daggers, axes, molotov cocktails, etc.)? That wouldn't really change tactics, as it's reactive, but it would still be a nice touch. It would make me want to take it.
Hitting small objects flying at you at high speed with another tiny object flying at high speed while trying to dodge the first tiny object would so not be allowed at my table.
I think thrown weapons should have a chain attached. You could use said chain to pull something to you a crate,a goblin or pull you to something a tree, a ogre. You could also use a chain to grapple or disarm, hell even trip.
Chains are cool bro.
I believe chains were fervently hated in 3.5 for a reason, although they are indeed cool. Anyway, attaching chains to weapons would make them less accurate/do less damage because of weight, and who's to say you can't attach chains to weapons without a feat anyway?
The UA School of Swords Bard class has a feature like that on throwing daggers with panache and precision. Just sayin'...
Went to see that once you mentioned it, but didn't really strike me as a "master thrower" feature.
In conclusion, what do we want fromm this feat/houserule?
1) The general consensus is to simply allow all characters to treat thrown weapons as ammunition (drawing each weapon can be done for free as part of the attack).
2) We say that weapon throwers should be allowed (through the feat) higher range (or increased short range ) for thrown weapons to allow them to stay out of melee more easily. In alternative, they should be made more mobile or cause enemies they hit to become less mobile to avoid melee. (Another idea was to have attacks of opportunity trigger with ranged weapons when an enemy came within 5ft IIRC, and also to not impose disadvantage with thrown attacks when enemies are within 5ft)
3) Additional attacks (maybe limited to the "small dice" weapons such as daggers and throwing hammers) when throwing weapons with two hands.
4) Miscellaneous suggestion: adding "non dpr" features such as improved interaction at range with objects, being able to apply conditions through weapon attacks by attaching chains, deflecting ranged attacks with thrown attacks.
That's about all the "crunch talk" we got so far, I think... not home right now, so I'll maybe draft a version of the feat myself when I get back (or several versions).