Ten Feats are included.
Improved: Magic Initiate. Clustering of spells enriches choice. Spells chosen are not tied to any particular casting stat -- a cleric can easily pick up an attack cantrip and find familiar, and use Wisdom as the casting stat for them all. My go-to feat has just got stronger.
Lucky (yes, you get one fewer point at levels 1-4, but from then on it improves.)
Tavern Brawler. First, it's much more clearly written. Rather than talk about improvised weapons, it makes explicit that "furniture" counts as a club or greatclub (and would use proficiency with that) -- that's much better than the improvidsed weapon wording, though I think "furniture" is wrong. Free shove with no save is better than bonus action grapple attempt.
Balanced: Alert (still A-tier, with a cool new ability)
Healer (Still mid-tier.)
New: Crafter: A nice addition, strengthening tool use. I wonder if the discount on non-magical items includes gems (so that 300 gp of diamonds for Revivify costs a crafter only 240)? It becomes metaphysical: does the spell requires you to have shelled out 300 gp for diamonds (even if someone is overcharging you, and you only get something otherwise worth 60 gp) or can you get bulk discounts? (This is also a question about supply and demand's relationship to magic).
Musician: operationalizes Inspiration, and gives multiple musical proficiencies, mostly meaninglessly.
Unchanged: Tough, Skilled, Savage Attacker.
Initial impression: The feats they've improved were all top-tier feats already. New and Unchanged feats are all mid-to low tier.