Capn..
I completely understand the theoretical idea "okay so nobody takes this or that feat, what's the problem?"
The problem is where do you draw the line. Which feats are irrelevant, or phrased differently: open to "GM generosity"?
Per the rules, as soon as you take even 1 point of damage from a fall, you land prone. Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
...[snip]...
I admire your confidence in steadfastly defending your view on "The One True Way To Play Pathfinder 2E"... but I assure you, there are other options. When I read your litany of examples, my immediate gut instinct is "You're interpreting things exactly opposite".
Now, don't get me wrong. You do you! that's the beauty of the game. there is, in fact "No One True Way to Play Pathfinder 2E". Also, this is not intended as a criticism, but I would have fired you as my GM, or booted you out as a player in my game. Because you doing you, and me doing me are in direct opposition to each other. THIS IS HEALTHY! and again, I'm making NO judgement on you as a person. I can tell you are super passionate, really smart and creative, and likely a great person which are all awesome qualities. we just game different.
all that is to say, I
hear you, I
understand where you are coming from, and yet, everything you are saying is anathema to the style of game that I play, run, and which my players enjoy. Again, I'm doing me. I have also lost many players throughout the years because me doing me is not conducive to their fun. I used to take it hard, now, I realize we all have limited time to enjoy our hobbies and why spend time with people or groups that just don't jive. they fired me as a GM. THIS IS HEALTHY! and it continues to reinforce that games can be run differently.
Perhaps I'm lucky to have a large pool of players to pick from, and those players are VERY open about playing and trying and experimenting with different systems. [shrug]
now, with that said, I think one fundamental difference here is how feats are perceived.
to you, if I may paraphrase, they act as a kind of leash. you may only interact within the limits that the leash. Thus, 2,000 feats becomes a living embodiment of the scene in the original Robocop movie (ok, now I'm aging myself), when Murphy has so many contradictory directives that he doesn't know how to proceed and thus does nothing.
to me (and I suspect others), feats are a kind of mechanical prompt. Not intended to restrict the player from interacting within the world, but to help inform and create. in my interpretation, you can try it, but with a feat, you will likely do it better than someone without it. Reading it like this does not break the game at all.
Remember watching television shows or reading comics, and one week a problem is solved by mixing dilithium with anti-matter, and the next week the Problem Of The Week could have also been solved the same way, but wasn't? - WHY DIDN'T THEY REMEMBER? stupid show!
Feats - or the lack thereof - are in a way similar to that. without them, you can attempt to mix dilithium with anti-matter - provided you remember. you are likely not very good (or not as good) at it as you need to rely on your basic skills etc. with the feat, you know as a player, and I know as GM, that mixing dilithium with anti-matter is IMPORTANT TO YOU. now, there is a mechanical benefit to this as well - which is important but not all encompassing. your example of the cloud jumper feat is extremely illustrative of this. in your view of feats, having a cloud jump feat results in 1 of 2 states. either a) the PC can do this and the monster cannot - thus the competition is moot or b) both monster and PC have the feat and thus can engage in this contest.
I give you 2 different interpretations of this same scenario.
in scenario jman-1, the PC has the feat and the monster does not. the PC KICKS THE A## of the monster making everyone around realize just how awesome the PC is. the rest of the NPC's are in awe, they tremble at a person who can literally walk on clouds. Bonus to Intimidation or Diplomacy. Never make a deal with a dragon and never engage a Monk in a long jump contest... or,
in scenario jman-2, as GM, I think it would be awesome for this contest to happen, so the opponent GETS THE CLOUD WALKER feat. contest happens, and depending on what the results are - the GM continues play...
Like I said. that's me being me. I know my 2 examples are in direct opposition to the way
you run and play your game. THIS IS HEALTHY. it works for me and my players, it doesn't break anything. I don't get arguments about "but this feat on pg x. covers this case... so what else should I never select". I also know that you will have multiple well reasoned and logical edge cases that'll refute everything I said above. Bottom line, they don't matter - until they matter - and I'm confident in my own GM'ing skills and in my players that we will deal with it on the fly.
But I implore you, please stop trying to convince everyone that the game is broken simply because it doesn't work the way
you want it to work! me and my players are having enormous fun playing this game "wrong"
Cheers,
J.