Uff! Gods no. Then we'll be comparing Reaper to each and every other Theme/feat and about 3 months after release people will be calling for it to be upped or somehow deprecated because either "Reaper is a noob trap option" or "Reaper is far better than any other theme/feat".
If there's one thing this edition needs to avoid as much as possible in the core, mechanically, its the collection of small static bonuses as a form of character advancement.
Actually, I like the availability of feats that add no new mechanics (i.e. only improve existing options, which generally means small static bonuses). These are really important to include to allow simple characters for players that don't want a tactically complex character with thousands of options.
The problem you're referring to is particularly serious when these bonuses become powerful. So, for instance 4e's heroic tier weapon focus is just fine; it's virtually never optimal from a powergaming perspective, but it
is a simple options with no new rules.
And the powergaming discussion you're portraying as negative does have one advantage: it ensures that there's a solid baseline for how powerful a feat is. It's a reality check to ensure game balance is OK.
So while I agree with the aim - avoid lots of small static bonuses as a form of character advancement - I think the best way to do that is not to remove
all small static bonuses, but to have a limited set of them, and to ensure they're not overpowered. So that would mean
no racial "special case" slightly better small static bonuses,
no must-have feats assumed by the game math, and
no duplication (i.e. two feats adding to the same game score). If there's no duplication, there's not going to be the optimization searching game of finding the best and most stackable way of improving a particular score - there will simply be a fallback choice, if you're not interested in more dynamic or more interested feats but don't want to cause imbalance.
Also, realize that lots of feats are
very close to "small static bonuses" in effect - for example the healer's feat in the playtest. For that matter Skill focus, toughness... lot's of traditional D&D feats are basically just "small static bonuses".