hmmm, maybe "broken" should read 'obnoxiously stereotypical pick' - e.g. anyone interested in his/her character's sheer numerical prowess will pick it... Without it being a "key" or access feat.
The strange thing is - the FR-Players Guide shows a remarkable tendency to downgrade caster feats (such as "Persistent spell" or "Spellcasting Prodigy", which looses its meagre +1 to DC of caster's spells ) while beefing up melee-feats at the same time . Examples ?
"Luck of Heroes" now also give +1 luck bonus to AC; "Blooded" now also confers immunity to 'shaken'; "Ferocious charge" raises the charge bonus to attack from +2 to +4, there is a feat (name escapes me atm) that confers the ability to induce "shaken" into everyone within 20' of charged target, at will.... There is a +10' to base speed (!) regional feat ("Fleet of Foot") that stacks with the monk/barbarian bonus.
Which truly shifts the balance of power further towards melee types - because there is hardly any way to increase the save DC left to caster's nowadays through feats and class picks (unlike melees, who have a dozen or more tactical paths open to them...), and almost no way through items. While resistance items are still scot cheap ( 16000gp for a +4 to all saves resistance items is rather cheap, that's a mere 8000gp and 320xp if you whip it up yourself, according to the current - unchanged by GM fiat - rules ), and even some slight multiclassing will usually enhance one's saves even further.