I have to agree that there gets to be a certain amount of laziness in feat design. A lot of designers ignore the negative implication of feats - using the example above, if you make a feat for Shield Surfing (rather than a skill check) then the implication is that NO ONE without the feat can shield surf.
I find the best feats are tied to new systems or skill uses. If you say "Shield Surfing is a Balance check, DC 25. A failed check leaves you flat-footed." Then you've established it can be done, but it ain't easy and set up a consequence to actively discourage amateur shield surfers. It also lays the groundwork for a good feat like Shield Surfing, with a prerequisite of "Balance 6+ ranks" (makes sense since you'r gonna be making Balance checks) and a benefit of "You gain a +8 to Balance checks to perform a Shield Surfing action (see Balance skill, page XX). Further, if you fail this check, you do not become flat footed." Viola, anyone can try but a person with the feat looks good doing it, even if he fails. When you find a books that adds a variety activities and support, and the feats to go with it, you are getting a complete sub-sytem, and not just some feat-fodder.
I'm also fond of finding new books that feats for use outside of combat/spell casting that I'd actually want to take. Unfortunately, since the skill use side of the game is often anemic compared to the love lavished on killin' things, such feats are rare. Hard to have feats for exceptional guile and grace in a courtly setting, when there are few rules for interation in a court to begin with...