Diaglo, I'll assume you weren't trying to be funny and reply in all seriousness. A +4 bonus isn't outrageous when it's applied to rolls that don't come up very often or only in specific circomstances. There is plenty of precidence set for it. Improved X gives a +4 to X, be it Initiative, Disarm, Trip, Grapple... They don't all fit the bill, but most work this way, and give other benefits as well! Improved Initiative is a useful feat, but it's a weak feat, that doesn't really hold up to others mathmatically.
Going first in combat can be a very good thing, or it can be next to useless, it depends on your build and what you intend to do with your initiative. It's good for Rogues, because of Flat-Footed Sneak Attack Goodness. It's good for Casters because it means 2 Spells before your opponent can react. It's good for Fighters because it means a standard, and full attack. However, like was stated earlier, Improved Initiative doesn't make you 100% likley to win initiative. It doesn't even make you 50% more likley. +4 is about 20%, and that can make or break you in some cases, but in most it comes down to luck.
Improved Initiative is a feat that is decent for anyone to have, but there are other feats out there that are much stronger. I'm for making Imp. Init. a more powerful feat, but as far as I know, I'm in a minority camp. I take the feat often, but I like Flat-Footed Sneak Attack Goodness, myself.
- Kemrain the Improved.