Charge definitely.
Disarm Traps should be available for everybody
Hard to comment because i don't know what's the deal with thief tools proficiency... but Disarm traps feat seems like its not required to disarm traps, it makes you better at it.
Disarm I belive should
not be accessible to everyone. It seems like something difficult to perform and I'm more than fine with it being a feat or a class ability.
Find Familiar - a page long description is already a giveaway this shouldn't be a feat. Familiars should be a rules module, an ability available to everyone who deals with magic. Feat is fine, but only as something that improves your ability to get familiars, which itself should not be class/level/feat related.
Herbalism - Same as find familiar. Item crafting rules should not be covered by feats. A feat like Resourceful herbalist giving you discount on making herbs/potions would be just fine.
Iron Hide - hello feat tax!
Mimic - there's something wrong with this feat. It shows a bigger problem I think. Whoever takes this feat, chooses a flavorful ability over something actually useful mechanically. This, nor anything similar, should ever be a feat.
Pick Pockets - Unlike other roguelike feats (open locks, disarm traps), wording of this feat suggests that it is not possible to pick someone's pocket without this feat. This is bad. This feat would be fine if it improved the ability, but not if it grants it.
Read Lips - its fine as a rogue ability they get for free, but who would ever spend a feat slot to take this?
Durable or Resilience - both do the same, but are expressed in a different mechanical way. Kill one of them.
Restore Life - are you kidding me? Mundane ability that offers resurrection? This should be a supernatural ability of cleric or a spell. Oh wait, it already is.