That's a really good point. The best feats in 5e (5.0e?) have been removed, changed, or have level requirements now, so a free 1st level feat isn't what it used to be. I concede the point.
Also, having 2 feats instead of 1 isn't the same as having 1 instead of 0. I think a lot of people who went variant human weren't necessarily "power gaming", but instead needed a feat to make their character concept work. If backgrounds give free feats, that may not be the case.
Agree! As I said, 5.5 characters being more powerful isn't a bad thing. Balance is good! Fixing underpowered options like Four Elements Monk is good! On the whole, I'm very pro-5.5e. I'm just surprised that some people doubt that the characters, as currently presented in the playtest, are stronger on the whole. I think they clearly are.
It wasn't massively different, but there were times when the changes were very noticeable. For one, there was much more healing before a character got to 0 HP. That was great to see. Cure Wounds heals for a dozen HP on average now and that really stands out.
The biggest thing was the weapon masteries. Twice, slow on a longbow shot made a monster lose an attack. Sap was really nasty and caused some whiffs (granted, we were at a level with no multi-attack). Graze felt a little icky, honestly. When a monster was reduced to 3 hit points, a greatsword attack auto-killed it even when the attack roll was a natural 1. I didn't have any philosophical complaint about damage-on-a-miss going in, and I've played under that concept before in 4e and 13th Age, but seeing it in action in 5e felt strange. I'm not even sure Graze is good compared to the other masteries, but realizing that an attack would kill a critter no matter what felt weird.
I can only report on what happened in one session, so I can't tell you how good the new monk is, or how Cleave and Topple work in play, or many other things. But the PCs did indeed seem stronger, even given that they were probably weren't optimized as well as they could have been.