You don't need to provide us with play testing from that multi-million dollar corporation in your backyard; just your group's experiences will do. Perhaps you can explain to us what your group's initial reactions were? How did their impressions change over the course of the campaign? What were the unintended consequences of this rule change? Did you see an increase in usage of scrolls and wands? Did you see an increase in the "15-minute adventuring day?" Etc.
It would also be a good idea to detail for us your group's general composition. Perhaps your player's skill levels with optimization, strategic and tactical considerations? Was the game played as a sandbox or a more structured linear campaign? You know, give us some details so that we can determine whether or not this solution may be "the best ever."
That's a good point.
Here's a brief summary on how the rules changes that I've detailed above were accepted by my own players...
The attribute spread has been accepted happily, and only one of the players felt the urge to put 18 in every attribute. That player is a shameless and known powergamer, and the other players do not seem to mind, so I am okay with that. He is playing a wizard, so those other attributes are not all that helpful to him anyway.
My other power gamer is playing a monk/rogue, which is a huge shift from his unending horde of CoDzilla characters. I consider this to be a huge win.
After a few hiccups, mostly due to a miscommunication in the way that the rules work, the players have taken to making their own magic items with gusto. Almost every session, someone decides that they need to make a new magic item. They don't always have the time to do so in-game, but more often than not, they do so. The characters are maintaining an even keel with a (modified) wealth by level guide. They have the items that they want. And, I can feel free to throw whatever kinds of challenges at them that I feel the urge to do without worrying if they've got the magical oomph for it.
The feat per level thing has made all of the characters really REALLY good at their chosen schtick. Giving all of the monsters at feat for each of their Hit Dice has made combats very interesting, if a bit harder to prep. I've got a two week lead-time between sessions, so prep hasn't been too big a deal, yet.
The extra skills has given each of the characters a way to relate to the game-world that is tangentially related to adventuring, and has led to some cool role-play stuff already. I'm hoping to see even more of that.
This is after eight sessions so far. It has been pretty successful, I think.