Yes. Goblin Nimble Escape could give you advantage every round (great for goblin evokers and bardlocks) plus defensive benefits; variant human Inspiring Leader can easily the whole party 100 HP over the course of a day, and 100 HP is far, far better than 50 damage (PCs tend to have a higher AC and fewer HP than monsters do, so 1 HP goes farther); variant human Sentinel can double a melee rogue's damage (at 10th level, that would be +21 damage where the Aasimar is only getting +10 damage, and the human gets his benefit all day every day instead of just 1/day); variant human Mounted Combatant grants advantage on every attack against Medium creatures if you're riding a Large mount, which also BTW lets you use bigger and more damaging weapons (specifically d12 lances), and it also grants you defensive benefits via your mount's mobility.
Apparently goblins also have some kind of bonus damage once per short rest against taller people, but I don't even care about that because it's going to be puny compared to the power of Nimble Escape.
Nimble escape could give regular advantage for a small number of classes in certain conditions, it’s by no means a guarantee. Even if it was (and would be too good as such) the limited scope inherently makes it less disruptive than the fallen Aasimar. After that you just list the variant human over and over, which has been a source of contention from day one. Do you have any examples that don’t specifically rely on having access to optional feat content?
Even then, many of the examples you posted don’t stand up to any scrutiny. You’re going to have to explain how the rogue/sentinel interaction works, because by my reading the only way it’s useful is if the rogue has the reaction attack triggered while also having advantage.
100 HP is not better than 50 damage, at least not in all cases. Inspiring leader takes time to set up (10 minutes each) and its value is spread over the party. If the wizard is getting focused down, the bonus HP on the cleric aren’t helping. This leads me to the real crux though, is that killing things faster always saves you more HP than by reactively healing it. Doubly so against high-threat monsters, or those with powerful save effects. Lastly, you can stack multiple aasimar damage buffs, and I don’t believe this is the case with Inspiring leader.
Mounted combat is barely worth addressing. Mounts can’t go into a wide number of areas, it only affects medium creatures (which many of the more dangerous foes are not), the larger weapon die works out to be +1-2 at best, and you also have to figure out how to keep your mount from getting hosed by AoE effects, which was a big concern even with the old Ranger’s animal companion. I think your post is the first time I’ve seen the mounted combat feat brought up in positive fashion.
In the end, all of these options are also available for the aasimar character, at the price of missing out on a stat bump or a different feat.
50 - whatever you otherwise would have dealt during the action you used to activate it. So say normally you deal 2D12 + 10 damage in a round via 2 attacks that's what an average of 27 damage? So 50-27 is only 23 total bonus damage over a whole encounter, less if everything is dead before the minute is up.
So no, not over powered.
First off, I put the 50% uptime into my original argument, which is incredibly low, since that means both your attacks would have to miss for ½ the combat rounds, since the ability only requires 1 hit per round to activate. If you assume that most/all attacks hit, it becomes even better than I posted. If you assume it has an 80-100% uptime, then now you’re trading 27 damage for 80-100, along with a CC opener, which cuts the opportunity cost somewhat.