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Use the feats and have fun with 'em. I get their reasoning, and I can accept it, it's just a kind of annoying example of FR simply being 'better' than the core rules......which is something I thought was mostly in the past....so it's a bit of a booo........
Wow. If you honestly can't see why the +2/+2 s and martial weapon proficiencies are weak, then i fear pressing this point, because I doubt you will get it, but oh well....SUCH FEATS HAVE ALMOST NO IMPACT ON THE ABILITY OF A CHARACTER TO CONTRIBUTE TO THEIR PARTY'S EXPECTED DAMAGE PER ROUND OR TO HELP THEM AVOID SUCH DAMAGE. There. You see, the thing is, the only 'balance' in this game is related to combat (and rightfully so). A wizard with martial weapons proficiency who actually trys to use it will in almost all cases weaken its party, because a lack of hps, armor proficiency, bab, bonus feats or combat enhancing class abilities, would make it a poor fighter regardless of whether or not it could wield a polearm or longsword. And the OPPURTUNITY COST of not using its spells only seals the deal.
Well, if that's the only measure, why not just give everyone except those with good hp and BAB proficiency in every weapon, since it's just going to weaken the party anyway if they actually use those powers?
So, regardless of how you interpret the designer's use of the term 'better' or their intentions in general, many of the feats are not unbalanced relative to something like power attack. If anything, unlike crap skill feats, most players will actualy see them as balanced choices as oppossed to their choices of the first link in the chain. The fact that they can only be taken at first level means that they impose this time cost, pushing the character's utility curve up to higher levels.
No, they don't, because a character could take, say, Scribe Scroll at first level and have the exact same effect regardless of the time scale. The cost of EVERY feat is 'you can't get other feats.' Simply dictating a level at which they are to be chosen doesn't increase the COST, it just puts limits on the feat's versatility.
You have an notion of balance which in some cases is too broad and others too narrow. I especially love the inability to distinguish between 'flavor' feats and those that are actually relevant. So my conclusion is that for the most party on the actual merits as oppossed to your interpretation of designers intent, these feats are not particularly special..nope. And if what the designers meant by more powerful was in respect to +2/+2s and the like (i.e. feats not used as prereqs), then this is both perfectly in keeping with what they stated AND its not unbalancing.
Well, I look at it this way. I"m a first level wizard from place who wants to wield a longsword. I can take one of two feats, one of which is Martial Weapon Proficiency, and one of which is the regional feat that gives me all Martial Weapons.......hmmmmmm..............
Or, I'm a first level anything from place who wants to boost my saves. I can take one of two feats, either a +2 save feat, or +1 all saves and AC feat.......hm..............
Or even, I'm a first level anything who wants to be quick....I can take one of two feats, Improved Initiative, or a regional feat that gives me +1 to all saves and AC........well, I can always take Improved Init. later......hmmm......
See, this "regional feats are more powerful" thing makes players want to choose them, which links them to the world. Helpful. But the benefit to Whirlwind Attack is the same if I get it now, or if I get it in three levels because of my regional feat....that benefit doesn't significantly decrease at higher levels. The regional feats, baring exceptional circumstances, are 'no brainer' feats....you'd be a fool NOT to take it. They seem to have been designed specifically that way.....it makes someone from one region significantly different from someone from another, and makes sure that difference is reflected in the party.
But if I'm a wizard from place who wants to wield a longsword, what would ever be my incentive to pick up Martial Weapon Proficiency? I would say that any one feat that makes any other feats seem like bad choices in the circumstances in which they would be chosen is 'overpowered.' The +2/+2 feats aren't overpowered in this respect (+10% on two different rolls is certainly a significant advantage when you use those rolls a lot), Improved Initiative isn't overpowered in this respect (+20% to one roll is a big bonus, if you want to avoid being flat-footed), Skill Focus isn't overpowered in this respect (+15% to one roll is a bit weak, but not enough to make it not worthwhile).
The regional feats in the book shouldn't stand up against cleave or improved trip any more than they have to stand up to whirlwind attack....they should have to stand up to feats without prerequisites, which they are obviously more powerful than.
If that's cool with you, go, have fun. But I think that's bad design-fu.