I like the idea of themes as presented. I don't always want to spend ages making a character, so class-background- theme works for me.
It's a valid point that some feats should just be combat options available to all. Power attack could be such a tactic, but the enormous bonus for 2h weapons should have a price. Cleave is also something I wouldn't want everyone to have.
Regarding rogues, I don't want any mundane skill exclusive to a class. Instead, I would like to see class features that key off skills or grant extraordinary abilities based on skills. Ex: hide in shadows, fast trap finding and removal...
Either they haven't started on character advancement, or they're saying that monster advancement is somehow a different thing. Neither of those is good.
Some how when you say "even" somebody likes it, it makes me feel like if I fall into that group I actually won't like it.We've found (during the internal and expanded playtesting we've already done) that even experienced players enjoy that aspect of the themes, including when building their own theme feat-by-feat.
Sigh. This makes me sad. I love the idea of themes, hate feats, and really wish I could get one without the other.
Even setting aside my problems with the feat system as it stands, I think it's a mistake to break themes into interchangeable feats. It's like classic 4E where they tried to cram every class into the AEDU model. The designers should have freedom to build each theme as a unified whole, without having to worry about what happens if someone goes cherry-picking a bit from Theme X and a bit from Theme Y.
I would prefer a system where you can choose either to take a theme, or to pick feats. Maybe some themes would have "feat slots" at certain levels, with recommended picks, but it would not be inherent to themes.
I have no problem with characters and monsters being built and advancing differently (worked great in 1st and 2nd Ed).

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