Unless they change unarmed strikes to be light weapons this is a pointless feat, it gives you no real advantage over using a weapon, it is only for fluff not for any type of mechanical effectiveness or optimization. I would always choose another feat or a +2 to strength or +1 strength +1 other ability score over this feat.
Now if you could use your unarmed strike as a light weapon so that you could make an offhand attack that could provoke a grapple that would be useful.
Unless they change unarmed strikes to be light weapons this is a pointless feat, it gives you no real advantage over using a weapon, it is only for fluff not for any type of mechanical effectiveness or optimization. I would always choose another feat or a +2 to strength or +1 strength +1 other ability score over this feat.
Now if you could use your unarmed strike as a light weapon so that you could make an offhand attack that could provoke a grapple that would be useful.
Unless they change unarmed strikes to be light weapons this is a pointless feat, it gives you no real advantage over using a weapon, it is only for fluff not for any type of mechanical effectiveness or optimization. I would always choose another feat or a +2 to strength or +1 strength +1 other ability score over this feat.
Now if you could use your unarmed strike as a light weapon so that you could make an offhand attack that could provoke a grapple that would be useful.
Basically this gives you a power grab (pun only sort of intended) that can do some damage. Plus use of unarmed or improvised weapons in games where they might be desired (and that will vary greatly across tables)
Most classes are already proficient with unarmed strikes and improvised weapons.
that's clearly not the case:
Basic Rules, page 46 (Improvised Weapons)
"At the DM's Option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus." Unless you're proficient with Chair or Lamp, you might want this feat.
Also, it takes your Unarmed Strike from 1 damage to 1d4 damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.