I have a cleric who will be 7th level (as soon as I give XP). He is the brains, heart and soul of the party. He also has big plans. As a DM I try to allow my players some leg-room when it comes to their creativity and inventiveness, I give additional XP to PCs who actively try to overcome problems, compared to those who sit at the table and wait for their turn before contributing.
This cleric needs more feats; he would like to take Craft Construct to create golems, but it requires Craft Wondrous Item (which he has) and Craft Magical Arms & Armor (which he does not have). We have discussed retraining, but prerequisites cause problems. We have also considered custom-made magic items that grant feats; in effect, turning an item-creation feat into some other feat by creating an item. As an adventurer, magic item creation feats are needed but not helpful when fighting evil priests with armies of undead at the party's heels.
Is there a rule or a reasonable alteration to allow PCs to have more than the PHB 3.5 rule?