AbdulAlhazred
Legend
Far Throw can actually be a pretty decent feat for a dagger/shuriken armed rogue. It will often let you attack an enemy from outside range of his light source, where you can get CA more easily. Not exceptionally useful in general, but you can certainly build a decent little attack routine around it.
Surprise Knockdown isn't that great. Maybe at higher levels.
TWD is not bad, but it has lost some of its shine now that defensive weapons exist. You can just carry a parrying dagger in your off hand and get the same benefit without taking a feat.
I think people are selling the Channel Divinity feats a bit short. Some of them are not worth much, its true, but some are modestly useful powers and the fact that you can trade a feat for a power is the key. Melora's Tide for instance provides some healing, everyone can use more healing and it doesn't even use up a surge. Moradin's Resolve isn't bad either, there are a LOT of large creatures out there. Pelor's Radiance isn't bad either if you happen to fight undead fairly often. Harmony of Erathis is also perfectly good, the conditional on it is so easy to meet it might as well not be there, so it is basically a +2 stacks with anything bonus to one of your allies attacks.
That said, about half the Channel Divinity feats are pretty much useless due to the super restrictive triggering conditions. Sehanine's Reversal for instance, just about never going to come up in practice. I would advise simply loosening the triggering conditions on some of them, like Sehanine's Reversal might be OK if you could trigger it on say any ally in range making a save, or Raven Queen's Blessing would be good if you could trigger it on any ally dropping an enemy to 0. It won't make them awesome, but they don't have to be awesome powers since they are basically extra powers.
I don't think Dodge Giants is worthless either. Again, large foes are not at all uncommon and it is an untyped bonus, so it will stack with other bonuses.
Surprise Knockdown isn't that great. Maybe at higher levels.
TWD is not bad, but it has lost some of its shine now that defensive weapons exist. You can just carry a parrying dagger in your off hand and get the same benefit without taking a feat.
I think people are selling the Channel Divinity feats a bit short. Some of them are not worth much, its true, but some are modestly useful powers and the fact that you can trade a feat for a power is the key. Melora's Tide for instance provides some healing, everyone can use more healing and it doesn't even use up a surge. Moradin's Resolve isn't bad either, there are a LOT of large creatures out there. Pelor's Radiance isn't bad either if you happen to fight undead fairly often. Harmony of Erathis is also perfectly good, the conditional on it is so easy to meet it might as well not be there, so it is basically a +2 stacks with anything bonus to one of your allies attacks.
That said, about half the Channel Divinity feats are pretty much useless due to the super restrictive triggering conditions. Sehanine's Reversal for instance, just about never going to come up in practice. I would advise simply loosening the triggering conditions on some of them, like Sehanine's Reversal might be OK if you could trigger it on say any ally in range making a save, or Raven Queen's Blessing would be good if you could trigger it on any ally dropping an enemy to 0. It won't make them awesome, but they don't have to be awesome powers since they are basically extra powers.
I don't think Dodge Giants is worthless either. Again, large foes are not at all uncommon and it is an untyped bonus, so it will stack with other bonuses.