Okay, here's my full reviews:
Artificer Initiate: It's like Magic Initiate, but better! Also, you still get to take Magic Initiate! I like this feat, but think it will be nerfed (I also second the idea for an Artificer Infusion as a feat). This is a great feat for artificers, wizards, and good for the 1/3rd casters.
Chef: Good, I guess. I mean, I'd never take it, or encourage a player to take it really, but I could see situations where this would be very useful. I would prefer it as an Artificer (maybe bard or cleric subclass if it has to be), but this feat can stay. I think there should be some pre-requisite, based on needing healing spells or something, as it doesn't make much sense for a Wizard to have it, or an Archfiend Warlock. (Great feat for clerics, bards, druids that focus on goodberry, and alchemist artificers)
Crusher: I like the feat. Some people have expressed concern about the name, but I think it fits. This is a good feat, and fits well with the other weapon-damage focused ones (This feat is great with Monks).
Eldritch Adept: Nice feat. I always wanted more invocations as my Hexblade, and this would be nice. This will be very popular if it makes it into the book as is (The infinite mage armor or false life will be very attractive for Sorcerers and Wizards).
Fey Touched: Good feat. I'm sure a lot of Archfey warlocks will take this, as well as certain wizards and bards.
Fighting Initiate: Great feat. Some have mentioned Rogues getting Archery or Two-Weapon Fighting, and others have mentioned Barbarians getting a Fighting Style. I think a lot of people will take this, either to get more Fighting Styles as a Fighter, Paladin, or Ranger, or for a Hexblade or Bladesinger to get a fighting style.
Gunner: Besides firearms being broken, this making them even worse, and it being an amazing feat if you want to be a gun-user (especially as a Battlesmith Artificer or Battlemaster Fighter).
Metamagic Adept: Also, besides screwing the sorcerer even more (and helping it as well) it seems like a good feat. This will be a very attractive feat to people arcane casters, which they needed more of.
Piercer: Nice feat, like the Crusher feat. This is useful to archers, gun-users, cavaliers, rogues, and many more subclasses.
Poisoner: I mean, poisons do need help. Good feat, not much else to say.
Practiced Expert: I really hated that Prodigy was limited to humans, half-orcs, and half-elves. I mean, what the heck? Only people with human blood, rogues, and bards can be very, very good at a few certain things? If allowed, I will take this as every single character I play in the future. My changeling hexblade needs this for Deception, a Wizard needs this for Arcana, a Paladin needs it for Persuasion, Athletics, or Intimidation.
Shadow Touched: Good feat, except for the subclass it fits with the most: Shadow Sorcerers. They already get
darkness, and I think you should be able to choose a different necrotic/illusion spell for this, like Blindness/Deafness or Ray of Sickness.
Shield Training: I mean, amazing feat. I would literally never not take this as a non-gish spellcaster without shields. It's even useful to gish spellcasters, and non-spellcasters. War Wizards would have great ACs with this, especially Hobgoblins with light armor.
Slasher: Good feat. Not much else to say, except slashing-sword users will have a great time with this feat.
Tandem Tactician: Good feat. People have been saying it screws the Mastermind, but not really. They still have a range of 30 feet for their abilities.
Tracker: Great feat. I would take it as a Ranger, but it does feel like another feat to make a class not feel needed anymore (Take this as a monk. You get the most attacks at lower levels, and will benefit the most from this).
Summary:
I like these feats in general. I see the problems with them, and expect several of these to be dropped/changed before entering Xanathar's 2.0. They are all good, all useful to most characters, and let me steal abilities from other classes without having to do all the multiclassing nonsense.