Hi, Notmousse! Personal tastes are a curious thing, and one thing I like about this place is that the critique provided by different people can be wildly different but just as valid.

I can certainly see where you're going with your tweaks.
One thing I should stress is that I don't plan on granting a single character more than one of these heritage feats. For example, a human with both dwarven and elven blood gets a bit too complex (and, frankly, messy) for my tastes. I did intend to add a line about that particular restriction to the feats, but simply forgot about it.
Paragon classes do seem like a fun idea, and my current versions of the dwarven and elven feats actually incorporate a little of paragon class abilities. (I'm still kicking around various ideas regarding the feats, so everything in this thread should be considered a work in progress.)
I do like the simplicity of your versions of the feats! However, like you say, I've mostly gone in the other direction, piling more flavorful but not too strong abilities on top of the bare-bones versions in my original post. Here are the feats with some added tweaks of my own. I'm curious if you like these better than the ones in post #15, and if you prefer your versions to these.
One thing I should note: in my campaign regular dwarves don't receive darkvision. Dwarves are the strongest of the core races, and I felt I should bring them down a notch. I've given dwarves low-light vision instead, which is why the dwarven heritage feat now grants it as well.
Dwarven Blood [General]
You have dwarven ancestry.
Prerequisite: Character may not be a dwarf.
Benefit: For all effects related to race, you are considered both a dwarf and a member of your base race. For example, if you are an elf with dwarven blood, you are just as vulnerable to special effects that affect dwarves and elves as your ancestors are, and you can use magical items that are only usable by dwarves and elves.
In addition, you gain a +2 racial bonus on saving throws against poison, a +2 racial bonus on Appraise and Craft checks that are related to stone or metal, and a +2 racial bonus on Search checks to notice unusual stonework as per the dwarven stonecunning ability. You can use the Search skill to find stonework traps as a rogue can, and can also intuit depth, sensing your approximate depth underground as naturally as a human can sense which way is up.
Furthermore, you can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination as per the low-light vision ability. If you already have low-light vision from your base race, your low-light vision increases in range, allowing you to see three times as far as a human in conditions of poor illumination.
Add Dwarven to the list of bonus languages available to you because of your race.
Special: You may only take this feat as a 1st-level character.
You may not take this feat if you already have another heritage feat (for example, Elven Blood).
Elven Blood [General]
You have elven ancestry.
Prerequisite: Character may not be an elf.
Benefit: For all effects related to race, you are considered both an elf and a member of your base race.
In addition, you gain a +2 racial bonus on saving throws against enchantment spells or effects, and a +1 racial bonus on Listen, Search, and Spot checks.
Furthermore, you can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination as per the low-light vision ability. If you already have low-light vision from your base race, your low-light vision increases in range, allowing you to see three times as far as a human in conditions of poor illumination.
Add Elven to the list of bonus languages available to you because of your race.
Special: You may only take this feat as a 1st-level character.
You may not take this feat if you already have another heritage feat (for example, Dwarven Blood).
I think that at the moment a human who takes the Elven Blood feat is on par with the rules-as-written half-elf, and perhaps even superior - by taking the feat the character basically trades the half-elf sleep immunity for the extra skill points of humans.
I also felt safe in upping the skill and saving throw bonuses of Dwarven Blood to +2 due to their limited nature. I would rather keep the skill bonuses of Elven Blood at +1, otherwise the feat simply becomes too good to pass up for certain types of characters.
I'm curious if anyone would give their character the current Elven Blood feat rather than play a half-elf.
