Two edits: natural cantrips is replaced with natural spells, blessed, and nature's gift; and two fisted crossbows has been rewritten to take advantage of pre-existing rules. I am also thinking about a "off hand throw" feat that will allow you to draw and throw a weapon in your off hand while fighting with a one handed weapon, at a lower penalty.
With that said...
As I may have mentioned, the feats are still under construction. As I work on the setting, different ideas come to me, and some of the old ideas get shifted around a bit. The natural cantrips feat, for example, was originally intended as a way for rakshasa and fey (two of the setting races) to develop additional spell-like abilities.
However, the more I thought out the background, the more I liked the idea of sufficiently intelligent people with knowledge of magic achieving something short of true magic. So it has been replaced with a feat chain that allows one to develop spell-like abilities at increasing levels, but with a limit on the number per day, and standard actions (and material and XP components) required. I also expanded it to include divine and nature spells (as separate feat chains).
And I may drop it entirely once I've worked out what impact this is going to have on the setting. A 3rd level expert could develop purify food/water and plant growth once per day each; and while ~200 square miles per year of plant growth is not quite as impressive as what a cleric or priest can dish out per year, experts are more common. Of course, the clerics and priests will be doing that anyway - the main city I'm playing with right now only requires two 5th level priests to maintain all crops associated with the city, its subsidiary towns, villages, etc. So maybe this won't have a huge impact, other than freeing up a few extra heals per day.
This is why I'm trying to keep the house rules as non-invasive as possible. I want to maintain a feeling that this is a D&D world, one where the People have taken advantage of the Natural Laws of their world. Some of the Natural Laws, I don't like, and those I'm house ruling away (like cheap raise dead*), but those are highly specific and usually (I think) very understandable.
* If you have a death rate of 5%, which is pretty decently high, a single cleric able to cast raise dead once a day can provide death insurance to 7,300 people. Add a second cleric to reduce the workload (to one every other day) and charge 50 GP per year per person (the raise dead is "free"), and you're set. That's just too video-gamish for me.