I started in AD&D2, and back then fighters were pretty reliant on weapon specialization to excel. The feats Sharpshooter/GWM are roughly analogous. Without weapon specialization, fighters lost a lot of their attractiveness in AD&D relative to other classes, and I think the same holds in 5E for feats.
Kits were pretty popular too, and those aren't that different from feats except that kits are less granular.
Weapon specialization in 2E was the way to have an effective warrior but you had to make a choice, at the creation of the character either you specialized in one weapon and gain the bonus attack, bonus to hit and bonus to damages or either you didn't and could use more weapons.
Kits were small class variations, but we used them as guidelines/inspiration to give different flavors to a character class not to make them overpowered.
Before 2E we used to make this kind of things by using common sense, for examples, in my campaigns the player who wanted to play a ranger coming from the sea shore would have different "primary terrain" (as introduced by the Complete Ranger Handbook) than the one coming from mountains...
OTOH feats (and prestige class) in 3E were here to build a character by giving him more power.
Before 3E to have fun and great games we used to play our characters while since 3E players think they have to power-build them...
I think that this also related to the concepts/notions of "balance", "Encounter Levels" or "Challenge Rating" and all this kind of stuff that comes from videogames and encourages using maths at the detriment of roleplaying and common sense...
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