Also, I hate reading through a long list and then having to filter out all the feats that "don't apply" to my class.
Yes, and as I mentioned in my previous post, I'd even remove
prerequisites so that you won't have to filter out
any feat because they would all apply.
Prerequisites makes sense (a) for feats that obviously improve a specific ability, so that if you don't have it at all then the feat doesn't apply [ex. a metamagic feat requires you to be a spellcaster], (b) when the feat has a variable effect depending on a bonus but you might have a penalty [ex. a feat granting your Wis bonus to AC requires you to have minimum +1 Wis], (c) in feat chains.
(a) and (b) are actually implicit prerequisites, and if we want to make all feats for everyone then case (a) goes away. Requisites for (c) should really be there only when a feat is a direct improvement of a previous feat, but they are not needed at all if the 2 feats in a chain follow a general theme but are effectively separate abilities, such as
Power Attack - Cleave (and many others) in 3ed. Why can't a PC learn Cleave without PA, since she's
not using PA while using Cleave? This just becomes a "feat tax" and restricts character design flexibility.
What I am skeptic of is feats that have prerequisites that are arbitrary and non-essential. For instance, requiring a minimum score in Dex to get a certain archery feat. What exactly does this kind of requirement add to the game? Why would it be unacceptable a PC having that feat without having high Dex, if we're not in case (b)?
These are just stuff thrown in for flavor, as "only the tough can take
Durable", but truth is that the tough are probably less interested than the frail in taking that feat, and this just results in some restriction to creativity. Most archers already have high Dex so the prerequisite for most archery feats will be moot, thus it will only penalize characters who aren't min-maxed, and the most original character concepts/builds.