There's another aspect to the power-up gained from splitting feats into half feats: many of the feats are desirable, but players do not need all of the benefits they confer. Half-feats let them take the parts they want, and get something else to boot.
Three examples (more could be provided).
1. Crossbow expert. This is a great feat, often taken by ranged fighters, simply for the second benefit -- ranged attacks vs. adjacent characters don't impose disadvantage. It's useful for spellcasters, and for archers, even if you never pick up a crossbow. Many who have invested in the whole feat (getting two benefits they never use, but still getting a good deal) would get a power-up by getting +! ASI or another half-feat.
2. Resilient. You've just gone from gaining proficiency in one saving throw (with an ASI) to extra proficiencies in two saving throws! That's a no-brainer, for any build in any character, who can sudenly be proficient in WIS, DEX, and CON saves (plus one other from their class).
3. Magic Initiate. As half feats, you'd get either a First-Level Spell (I've seen players take it simply for Find Familiar) or two cantrips. Either of these would be a solid half-feat choice, with greater customization.
Others with obvious benefit: Heavily Armored and Heavy Armor Master (get both at once, without ASIs); Tavern Brawler (for grapplers); Shield Master and Moderately Armored (get the shove ability and proficiency in Med Armor and Shields?), Lightly Armored and Moderately Armored (gain proficiency in Light and Medium armor, and shields), etc.
All of these are obviously cool, but the ability to mix-and-match represents a meaningful power-up. As someone who loves the feat design, I'd use it as a player constantly.
Three examples (more could be provided).
1. Crossbow expert. This is a great feat, often taken by ranged fighters, simply for the second benefit -- ranged attacks vs. adjacent characters don't impose disadvantage. It's useful for spellcasters, and for archers, even if you never pick up a crossbow. Many who have invested in the whole feat (getting two benefits they never use, but still getting a good deal) would get a power-up by getting +! ASI or another half-feat.
2. Resilient. You've just gone from gaining proficiency in one saving throw (with an ASI) to extra proficiencies in two saving throws! That's a no-brainer, for any build in any character, who can sudenly be proficient in WIS, DEX, and CON saves (plus one other from their class).
3. Magic Initiate. As half feats, you'd get either a First-Level Spell (I've seen players take it simply for Find Familiar) or two cantrips. Either of these would be a solid half-feat choice, with greater customization.
Others with obvious benefit: Heavily Armored and Heavy Armor Master (get both at once, without ASIs); Tavern Brawler (for grapplers); Shield Master and Moderately Armored (get the shove ability and proficiency in Med Armor and Shields?), Lightly Armored and Moderately Armored (gain proficiency in Light and Medium armor, and shields), etc.
All of these are obviously cool, but the ability to mix-and-match represents a meaningful power-up. As someone who loves the feat design, I'd use it as a player constantly.