The part about 4e-5e cantrips that matters to me is the always-on at-will magic. It makes it clear that the character is magical. Not the bat dung.
I agree that (well thought out and balanced) prestige classes can work instead of 5e archetypes.
Give me an example, of ‘microfeats’ that you have in mind.
When I was thinking about customizing 5e D&D races, it became clear to me, that each official race was worth a certain number of feats.
If I remember correctly, all of the racial traits of a Wood Elf is worth seven feats total.
A +2 ability score improvement is worth a whole feat.
A +1 ability score improvement is worth half a feat.
A major trait (like Darkvision, Speed +5) is worth a feat.
Four minor traits (like a skill proficiency, weapon proficiency, extra language, elf-trance, resistance to sleep, etcetera) are equal to one feat.
When it comes to races, I strongly support the options of swapping out a major trait for a different major trait, like swapping out Darkvision for a significant magical ability. Likewise, I am fine with swapping out a minor trait, like a racial weapon proficiency for a different minor trait like elf-trance.
So maybe I agree with you. I havent measured classes this way, in units of feats. But in principle I am fine with swapping out features.
To drop something you dont like to gain something you do like is fine by me. The new feature wont be more powerful, but it can be more flavorful and meaningful.
When I allowed more powerful races to be played as characters, I ditched the system 3.5Ed had in place and simply used “Racial Class Levels”. They were full levels, just like classes, and progression got you the racial abilities the critters were noted for. That meant, for example, you could play a Minotaur from 1st level, but it might take you a while to accumulate tall the classic abilities- if you ever did.
(To clarify- this shouldn't happen on 4 consecutive hits. That would be too much, too fast. It needs to be conditional.)Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Staggered
A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions).
A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious.
Unconscious
Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.
On my phone I can post some microfeats later.
You might be a bot generous with some of your feat breakdowns for the races but your ideas not to far off.
I double checked the thread where I worked on assessing the core races.
In the end I was measuring them by half-feat units.
The most powerful race, strictly speaking, is the Half Elf. The least is the Halfling.
The breakdown of the Half Elf is as follows.
Half Elf
1 feat
(Charisma +2).
3 half-feats.
(Any ability +1).
(Any ability +1).
(Darkvision).
1 quarter-feat.
(Primary language: Common).
6 quarter-feats
(Trance).
(Charm resilience).
(Skill proficiency).
(Skill proficiency).
(Language: Elven).
(Language: Any).
So, in total, the Half Elf is worth a bit over eight half-feats.
I decided to make all custom races equal to exactly 4 feats (namely, eight half-feats).
Not all ability score combinations are created equal though. Tieflings for example.
I would also putvhalflings over Dragonborn. Not sure how Drow stack up against Tieflings either.
This assessment was in 2017.
At the time, the Tiefling appeared to be a moderately powerful race.
The ranking is as follows from most to least:
Half Elf, Wood Elf, Drow Elf, Half Orc, Tiefling, High Elf, Mountain Dwarf, Hill Dwarf, Forest Gnome, Rock Gnome, Variant Human, Dragonborn, Stout Halfling, Lightfoot Halfling.
Note, the slow speed and loss of weapon access detract from the total ranking of the Halfling. The slowness cancels one of the half feats. The smallness cancels one of the proficiencies.
Note, some of the rankings differ only by a single proficiency, so one wouldnt really feel the difference in gameplay. But the distance between the Half Elf and the Halfling is over a feat.
The ranking of the variant human assumes hypothetically that all feats are created equal. Since some feats are strictly much more powerful than other feats, gaining one of the near-broken feats at level 1, can make certain human character builds way more powerful. But the problem is the feats themselves, not the human per se.
I assume players will optimize their options according to their build. I like this, because min-maxing helps create a concept with a salient flavor. Nevertheless, any combo is 100% DMs discretion and players understand that the result is a judgment call. And they know I care about balance, so they dont even bother with wonky overpowered combos.
I double checked the thread where I worked on assessing the core races.
In the end I was measuring them by half-feat units.
[Update]
• ability score +2 = feat
• ability score +1 = half feat
• four proficiencies = half feat
• proficiency (skill, tool, language, weapon, armor, cantrip)
• heavy armor (light → medium → heavy) = 3 proficiencies
The most powerful race, strictly speaking, is the Half Elf. The least is the Halfling.
The breakdown of the Half Elf is as follows.
Half Elf
1 feat
(Charisma +2).
3 half-feats
(Any ability +1).
(Any ability +1).
(Darkvision).
1 proficiency
(Primary language: Common).
6 proficiencies
(Trance).
(Charm resilience).
(Skill proficiency).
(Skill proficiency).
(Language: Elven).
(Language: Any).
So, in total, the Half Elf is worth 3.375 feats.
I decided to make all custom races equal to exactly 3 feats plus two extra proficiencies.

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