The first thing to do is determine what are the situations you are going to need to be good at. As was already mentioned, if you are a frontline fighter, taking the ranged attack feats will be sub-optimal because you won't get to use them very often...you are on the front lines. Of particular note would be the lack of usefulness of precise shot. Precise shot is specifically for the ranged weapon attacker who does not step up holding his nuts in his left hand shouting obsenities to his foes. However, that's not to say that you will never be in a position to make ranged attacks.
So looking at ranged attacks first: PBS is one of the best feats in the game and is a prereq for every other ranged attack feat. Moreover, PBS is great for versatility. If you are in melee and want to make a ranged attack at an opponent you can't get to, you have the added boost. If you think about it, when making a full attack you only get to take a 5' step, if you take down your opponent in melee, your only option would be to move to the next foe and that is only if you were able to take out the original in one blow. Mixing it up with ranged weapons adds to your flexibility because you effectively threaten a larger area of the battlefield. Of course, this necessitates Quickdraw - which I will get to later. The only other ranged feat I'd look at would be far shot for those times when an encounter starts several hundred feet apart and for increasing the range of your throwing weapons to be used with the above combo. As an aside, if you wanted to focus a bit more heavily on this combo, you might go for rapid shot which could be combined with a full attack including melee attacks. However, make sure you are really good with your ranged weapons then because of the -2 to hit.
Summary: PBS (great), Quickdraw (necessary), FS (good), RS (situational)
Now let's look at melee combat: you have several things to consider. The first are the various different styles of combat. Different styles are better against different types of foes. For example, two weapon fighting is great for weak foes with low AC's, two handed style is great for meaty foes, sword and board is best for foes that are better at hitting you, etc. I'd say for versatility purposes, TWF is a must. Going from -6,-10 to -2,-2 at least just as an option is too good to pass up. Of course, if you are going for versatility, you want to make sure that your weapons can match that versatility. We already went into the benefits of ranged weapons. Considering those tactics and TWF, you may want to select an offhand weapon that can be thrown: daggers, throwing axes, i.e. some light weapon that can be used both for melee and for ranged attacks. With quickdraw you have the option of pulling the second weapon out and with your ranged feats, can be just as effective (if not more so) at range than in melee. To combine this with two handed style, I'd say the clear choice is a bastard sword or dwarven waraxe. They are the perfect weapons to go from one handed to two handed with ease. If you want to make a two handed attack, throw your dagger in your offhand, dual grip the bastard sword and go to town. If you need to switch back, quickdraw your dagger, and switch back. The next style to consider is sword and board. A light or heavy shield is going to be cumbersome for two weapon fighting for one (without several feats), and even more so for ranged attack versatility. I would say ditch the traditional shield and go for a buckler. Devote the feat to get the boost to AC from the buckler even when making an attack with the offhand. The only downside is that the buckler's AC bonus is only +1 and that it doesn't protect against missiles. I'd say two things to this: first, if you are doing long range missile combat, kneel first, and get behind cover two, and second, the additional +1 of a heavy shield is nice, but it is the magical enhancements on shields that really make them worthwhile. Get MV on the buckler or find yourself a permanent magical buckler.
Summary: TWF (great), Quickdraw (necessary), EWP (bastard sword) (good), buckler defense (good)
The next aspect of melee combat to consider are opponent's styles and ways to counteract them: the first is reach. Perhaps the biggest issue of monsters is that they are usually so much bigger than you. A reach weapon is nice certainly and could be combined with the above suggestions with slight alterations. You could for example take throw anything instead of EWP bastard sword and toss your pike at an opponent than quickdraw two lighter weapons for close quarters melee. I personally don't care for this combo as much. Having reach yourself is certainly nice, but unless you wield a spiked chain, forces you to be very mobile which is a liberty you may not have if you are the front line type. Certainly, carrying around a reach weapon isn't a bad idea. You can control position on the battle field a bit more letting opponents come to you and once they've reached you, just switch to the bastard sword, light throwing/melee weapon combo above. But back on subject, to avoid opponents with reach, you either need a reach weapon, the Spring Attack feat, or tumble. In reverse order, tumble was already suggested but with its limitations on armor worn, I would steer away from. I can't think of the time that you are not going to want the best armor you can afford as a front line fighter. Spring Attack is certainly nice and would definitely increase your flexibility, especially if wielding a reach weapon. More importantly, its prereq's are both very good for a versatile fighter type. Up to this point we have considered only the tank. If you want to have the flexibility to be mobile as well, there isn't a better way than the mobility feat and spring attack. The catch is that spring attack limits you to medium armor. i'd say that unless you find some mithril full plate, don't worry about spring attack because again, you are going to want the best armor you can afford. I think the reach weapon is the way to go here. Match reach for reach and if their reach is greater than 10' stick to your ranged weapons until you can close. As an aside, for mobility during combat, the mobility feat really is very useful. I often hear people consider it wasted prereq feat to get to spring attack, but it can be used in a lot of ways: not only is it good for positioning, but you can also engineer your movement to cause opponents to waste AoO on you with your higher AC, such that you perform a maneuver that provokes an AoO with no worry (especially if the AoO would spoil the maneuver). Moreover, dodge it's prereq is very good (well with the houserule that it affects all opponents). A +1 to AC is just so important.
Summary: Dodge (good), Mobility (good), Spring Attack (only if you can get mithril heavy armor).
Along with reach, you also need to consider grappling (another big one of the monsters): you already have quickdraw and light weapons on you for when you can't beat the grapple attempt in a straight up roll. You could take improved grapple. It gives a +4 to the check and is great for taking care of mages. The best defense against grappling though is close quarters combat. This is campaign dependent of course, but there are just so many creatures with improved grab. I'd really consider both feats.
Summary: Improved Grapple (moderate), CQC (good)
Now it's time to consider synergies: for your combat styles, WF, WS, GWF, GWS, IC, and PA are all good choices. However, if you plan to really diversify your arsenal, you simply won't have enough feats to boost every weapon. If you want them I'd say focus on bastard sword. TWF will increase your number of attacks, but cleave is good too. I don't know how good great cleave is. To me it just seems that the situations where the feat would come in handy are simply too far and few between, if anything I'd just get the magical boost to your sword that gives you the bonus cleave attempt. I have never played in a game where more than two cleaves would have mattered. Perhaps at really high levels. If you plan to use a reach weapon often, CR is a must (well, if your dex is 14+). Finally, I'd consider the CE chain. Boosting your AC matters. Once you hit midlevels, even the best armors are not as useful anymore. Any supplement to magical protection is very beneficial. Moreover, the improved trip and improved disarm feats are useful. I would definitely choose I.D. or Sunder and not both. Keep in mind, that without a tripping weapon, it is an unarmed attack.
Overall Summary: You have 19 feats to work with as a human figher (over 20 levels). If it were me making a generalist, I'd take:
PBS
FS
EWP - Bastard Sword
TWF
Quickdraw
Buckler Defense
Dodge
Mobility
CQC
PA
Cleave
CR
CE
For a generalist, I'd also look to stand alone feats that are just really good to have: Improved Iniative, Blindfight, IRONWILL
Also, if you do wind up taking Spring Attack, then definitely get Whirlwind attack.
Hope that is helpful