This is my view as well, as most feats are criminally underpowered. Using either Point Buy or Array, even going to 20th level is going to give the average character 2-3 feats if they want to max out their primary ability score. Variant Humans and fighters get more, but they're exceptions, rather than the rule.So the baseline for a feat should be "how does it compare to +2 to your primary attack stat at level 4".
Using that metric, almost all 5e feats are underpowered.
PAM/XBE are strong. SS/GWM are marginal.
Most games don't hit 10. And classes like fighter and Rogue rely on ASI to spice them up. So the balance of feats against secondary stat bumps is less important.
The popularity of 3 level dips -- costing a feat -- indicates how feats are generally weaker than other levels past stat maximization.
Make feats stronger, don't nerf them.
As a sidenote, I've ran a game where at every ASI you get both, well, ASI and a feat and... Nothing changed in terms of combat power.So the baseline for a feat should be "how does it compare to +2 to your primary attack stat at level 4".
Using that metric, almost all 5e feats are underpowered.
PAM/XBE are strong. SS/GWM are marginal.
Most games don't hit 10. And classes like fighter and Rogue rely on ASI to spice them up. So the balance of feats against secondary stat bumps is less important.
The popularity of 3 level dips -- costing a feat -- indicates how feats are generally weaker than other levels past stat maximization.
Make feats stronger, don't nerf them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.