Boots of sidestepping grant you an extra five foot step 3/day . There is also the belt of battle which does the same thing as travel devotion once 3/day. These would be good supplements.I understand how Travel Devotion works. I just feel leery about a feat that probably would need to be taken more than once (unless you're a cleric or paladin with the ability to turn/rebuke undead), especially given how limited the selection of feats would be to begin with. It wouldn't be so bad if this were predominantly a Fighter build, since they have plenty of bonus feats to grab most all the necessities, but most any other class is going to be rather limited in that regard.
I did look at Combat Trapsmith a bit earlier today -- combat trapping seems a nice special ability, though most of the traps leave something to be desired. I'm beginning to wonder if perhaps a limited spellcasting progression like what the Paladin or Ranger have might be preferable. Only potential problem is that those would be limited, and I'm not sure I'd want to try the "per encounter" thing introduced in Tome of Battle, even though that would potentially work a bit better in certain respects. I'd prefer to keep that aspect of the class creation rather simple, since I think doing a hybrid of ranger and scout as a basis for the class, would be the best bet.
Well if you want a psionic version you could modify the Lurk to deal augments with ranged attacks.I typically dislike doing a double post, but I feel like I should update on the progress.
Doing a spell-based version Demon Hunter is more difficult than I anticipated -- mostly because trying to balance it out via the D&D 3.5 mechanics is almost an exercise in futility. At this point, I've concluded that really the only way to cover it by the mechanics would be to make it as a gestalt character.
Ranger/Scout would be one side of the gestalt (with Swift Hunter so that the levels stack for skirmish and favored enemy bonuses). The other side, so far, I've found a surprising fit for: the psion from the Expanded Psionics Handbook. Who needs Travel Devotion to burn a valuable feat space when you have access to hustle (a one-round duration power that lets you take your move action as a swift action) or inconstant location (a heightened version of hustle that lasts for one minute, and can be augmented with additional power points to last additional rounds)?
Only a few Demon Hunter abilities are stumping me, at least of the ones I've been through so far -- primarily Marked for Death (which would seemingly work as a curse effect, except there's not really a curse-effect in psionics that fits) and Sentry (which I suspect would require breaking the rules to have a dancing quickloading crossbow, for instance). And then there's still the Passive Skills to look at, though half of them can be dealt with via potential feat selections.
Overall it seems to be coming together better as a gestalt character type than as a typical 20-level core class -- but then, I also confess that I'm looking at ways to include everything, while I know the class itself in Diablo 3 limits how much you can do at any given time, and a 20-level class build for the Demon Hunter in D&D 3.5 would have to do the same thing.

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