Like many people who enjoy 3.5, I find that the issue of "feat tax" is incredibly pervasive - which is to say, there are a lot of feats that just feel like dead weight on a character sheet. As a result, classes like the Fighter are held back tremendously because the capstones of their grand feat chains cannot possibly hope to offset the massive amounts of wasted potential needed to get to them.
Rather than directing players towards magic-using classes or to the Tome of Battle, I've been running my recent games with a few adjustments to the problem feats. So far, my low-level parties seem to be doing just fine for themselves; that said, I don't have any big-time powergamers trying to break the system, nor do I have that much time under my belt with these changes.
The goal of these changes is not just to empower these feats, but to make them more interesting. There is also a secondary goal of empowering less-used or weaker combat styles, mainly archery, two-weapon fighting, and defense.
So my question is thus: with these changes, what kind of issues should I expect to run into? Which classes might become unexpected runaway successes with these buffs? How meaningful would these changes be to feat-reliant classes (Fighter, Psychic Warrior, etc.) in the long-term?
Adjusted Feats
All feats retain their usual prerequisites unless specified.
Dodge
You gain a +1 dodge bonus to Armor Class.
You may designate a single creature as your dodge target as a free action on your turn. If you do not designate a dodge target, the first creature that makes an attack against you after your turn becomes your dodge target. This gives no bonus on its own, but it may interact with other feats and abilities.
This feat may be taken multiple times. Each time this feat is taken, the dodge bonuses stack and an extra dodge target may be designated on your turn. Dodge targets beyond the first are not designated automatically against creatures who attack you.
A fighter may select this feat as one of his fighter bonus feats.
Psionic Dodge
While psionically focused, you gain a +1 dodge bonus to Armor Class. As an immediate action, you may expend your psionic focus to increase this bonus to +4 against the next attack made against you.
This feat no longer requires Dex 13 or the Dodge feat. This feat counts as Dodge for the purposes of meeting prerequisites, and it includes the ability to select dodge targets as the Dodge feat does.
Great Fortitude, Iron Will, Lightning Reflexes
These feats grant a +2 bonus to Fortitude saves, Will saves, and Reflex saves respectively. Each feat allows you to reroll its respective saving throw once per day, though you must take the new result, even if it is lower.
A fighter may select Great Fortitude, Iron Will, or Lightning Reflexes as one of his fighter bonus feats.
Toughness
You gain +1 hit point per hit die, as if from having a high Constitution score.
You may take this feat multiple times. Its effects stack.
A fighter may select this feat as one of his fighter bonus feats.
Weapon Focus
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls made using the selected weapon. Additionally, you may re-roll an attack roll made with the chosen weapon once per combat. You must take the result of the new roll, even if it is lower.
A fighter may select this feat as one of his fighter bonus feats.
Weapon Specialization
Choose a weapon type that you have applied Weapon Focus to. You gain a bonus equal to one-half your Base Attack Bonus to all damage rolls made with the selected weapon.
This feat no longer requires Fighter levels, just a BAB of +4. Later feats in this line do still require fighter levels, however.
A fighter may select this feat as one of his fighter bonus feats.
Greater Weapon Focus
Choose a weapon that you have applied Weapon Focus to. Your bonus to attack rolls from Weapon Focus with that weapon increases from +1 to +3. Additionally, any time you roll a natural 1 on an attack roll with that weapon, you may re-roll it. You must take the new result, even if it is a 1. This does not count as a use of the re-roll granted by Weapon Focus.
A fighter may select this feat as one of his fighter bonus feats.
Greater Weapon Specialization
Choose a weapon type that you have applied Greater Weapon Focus and Weapon Specialization to. Your bonus to damage rolls from Weapon Specialization with that weapon increases from one-half your BAB to your full BAB. Additionally, you may re-roll a damage roll with your selected weapon once per combat. You must re-roll all dice rolled, and you must take the result of the new roll, even if it is lower.
A fighter may select this feat as one of his fighter bonus feats.
Mobility
You gain a +4 dodge bonus to Armor Class against attacks of opportunity and against attacks made as part of a readied action.
A fighter may select this feat as one of his fighter bonus feats.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Your accuracy allows you to target an opponent's vitals at close range. Before making a ranged weapon attack against an opponent within 30 feet, you may choose to forego your Dexterity bonus (if any) to your attack roll. If the attack hits, you may add your Dexterity bonus to the damage roll. This extra damage is precision damage and is not multiplied on a critical hit.
A fighter may select this feat as one of his fighter bonus feats.
Precise Shot
You may attack with ranged weapons against an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Your aim can instead allow you to distract enemies with your shots, creating openings for your allies. If you choose to take the regular -4 penalty, a successful hit against an opponent engaged in melee grants a +2 circumstance bonus to melee attack rolls against that opponent for any creatures currently threatening the opponent in melee. This bonus lasts until the beginning of your next turn.
A fighter may select this feat as one of his fighter bonus feats.
Minor Changes
Weapon Finesse and Quick Draw lose their Base Attack Bonus prerequisites. This allows Rogues to take these playstyle-defining feats at 1st level.