Mostly printed after the issue came to light. Multiclass characters were another issue, and hybrids exacerbate that aspect of the problem. I suspect that Versatile Expertise was created because Focused Expertise wasn't quite enough to cover all the possible hybrids.
Again, the issue is not that it's more powerful, it's how much more powerful it is, while simultaneously being relatively non-restrictive. Goliath Greatweapon Prowess et. al. are much more restrictive than the Expertise line, which helps balance their power level, and that power level is a significant amount less better than comparable feats when compared with the amount Expertise is better than the conditional to-hit bonuses.
It's not a contradictory argument at all; you're just omitting an important piece of it. I believe Expertise is a patch on the fundamental math that informs player hit rates. As a patch on the math, the effect is desirable. As a feat, the effect is dramatically overpowered.
As I've stated many times in many similar discussions: Expertise is overpowered and shouldn't exist in its current, scaling, form (it's reasonable if still slightly overpowered without the scaling at levels 15 and 25). This is true regardless of whether you believe it to be a math patch, or of whether you believe the math needs patching. If you believe that the to-hit math is flawed at higher levels and does need patching, then you should give the effect of Expertise to all attacks without charging a feat, in order to fix the flaw. Otherwise, the feat should either be eliminated or the scaling should be removed.
edit: to put it another way, what's really going on is that I'm conflating two separate arguments. One argument is about whether or not Expertise is overpowered. On that count I believe the only rational conclusion is that yes, they are overpowered. The second argument is about whether or not the math is flawed, and whether Expertise represents a fix to that math. On that argument I believe there are strong reasons for each camp, and I will happily respect those who have differing opinions. As should be obvious, my strong opinion is that Expertise does represent an intended fix to the math, and that fix is a desirable one even if the official implementation is flawed.
Feyborn Charm and Draconic Spellcaster both appeared in the splatbook immediately following the release of PHB2. No feats like them have appeared in future supplements. When they issued the errata that changed Expertise to give feat bonuses while simultaneously making many other to-hit feats grant untyped bonuses, they deliberately did not change either of these feats. Given these facts, I think the following conclusions are evident:
1) Feyborn Charm and Draconic Spellcaster were given scaling bonuses in imitation of the Expertise feats.
2) The fact that they stacked with Expertise feats was a mistake that created an undesirable double scaling.
3) Once recognized, the mistake was not repeated.
4) When possible, the mistake was corrected. Feyborn Charm and Draconic Spellcaster now stand as flavorful alternatives to the Expertise line, in which role they are exactly as balanced as the Expertise line itself (i.e. overpowered but possibly providing a desired patch).
I've believed since they were printed that Feyborn Charm and Draconic Spellcaster were mistakes, but until the errata I had only my understanding of game development justify those suspicions. The errata lends credence to my beliefs. Pre-errata, I would have said that either you were correct or that WotC had made a mistake. Post-errata, I can confidently state that WotC made a mistake, and have now corrected that mistake.
t~
Actually, Draconic Spellcaster was errata'd so that it gives its bonus to damage rolls as well as attack rolls, so for certain builds it's more powerful and desirable than Expertise.
The fact that Draconic Spellcaster was errata'd so that it can give more benefit than Expertise makes it a mistake?
Here's the problem- On the one hand you are claiming the feats are too powerful and a mistake, while on the other hand, you are claiming they fix a mistake.
So, are they a mistake, or are they a solution?
They DID make a mistake with those feats- making the +1/+2/+3 stuff feat bonuses means that they can make more of them and not worry about stacking problems. They've always been intended to stack with other, smaller bonuses however, which is why they were made untyped to begin with. The mistake was making other, smaller feats, typed bonuses, forcing them to make expertise a non-typed bonus that says 'Hey yo, this don't stack with that, yo'.
Here's an alternate way of looking at it:
Some players DID like Weapon Focus in D&D 3.5, and there was a lot of feedback saying that they wanted to see it. The designers realized there is room in the math for that feat, so they made it.
Then, rather than doing like they did in 3.5, and make each extra bonus a second feat, they did what they did with Weapon Focus and make it tiered. However, because they didn't want 'reach 11th level' to be the huge gain of power that it already is, they delayed the attack bonus bump till level 15, because while -players- have a more tiered development in terms of power, monsters have a smoother curve. This makes the development for players a smoother curve, while still allowing them the intended benefits of a scaling attack feat.
And let's be honest, there are players who find this feat fun.
After trickling in Weapon and Implement Expertise, they found that it really didn't break anything, and that many players actually enjoyed the game a little more. So they introduced a couple new feats that followed the format... but whoops! They stacked with Expertise--this IS a problem! And making new feats like that is difficult, because you can't errata expertise every time you come out with a new scaling attack bonus feat!
So they did the removing of feat bonuses from Hellfire Blood-like feats that Expertise was always meant to stack with, and made Expertise a feat bonus.
And now we're seeing Versatile Expertise, and Weapon and Implement Expertise are obsolete. But whatever, it's like Devoted Paladin vs. Improved Lay on Hands. They've determined the mechanic is strong, it does the job well, and there's a lot of space to have feats that give +1/+2/+3 to attack, and a side benefit to make some builds stand out, space that only recently openned up. The side benefit might not even be good on its own, but desirable as a rider for the specialized feat.
I expect MORE Draconic Spellcasters and Feyborn Charmer-type feats in the future. Not less. I wouldn't be surprised, for instance, if they came out with a version of DWT that gave a scaling bonus to attack, rather than a flat +2 to damage.
Is it more power? Sure. Do lots of characters take it? Absolutely. Do lots of characters take Weapon Focus? If they have a weapon, yes they do, unless they have a better alternative.
You see 'too powerful' but I see 'design space' and it appears with Versatile Expertise (which solves the problem of any character that uses a weapon as an implement, or a weapon AND an implement) they're setting the standard. I mean, why didn't they print Focused Expertise which DOES actually solve the Paladin problem (Crusader's Weapon, amirite?)