On the plus side I like that feats are now core rather than optional, and that generally speaking a solid rebalancing has been done. I like that some taxonomy has been applied (Origin, General, Epic, etc), with consistent templating. However, a few feats are still just not worth taking, and I am not 100% on board with how Fighting Styles have been handled.
As presented Savage Attacker is a trap. It doesn't scale with level, and doesn't interact with Extra Attack which makes it less good for dedicated martials...its supposed target audience. It's also a case of the mechanic not matching the fluff...what does a blind roll-twice-take-higher gimmick have to do with savagery? The following replacement is in use at my table:
When you hit a creature with an attack roll, you can spend one of your Hit Dice and add it as extra damage of a type dealt by the attack.
This feat is definitely better than it was in 2014...but still not good enough. Below is the version for use at my table:
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
ASI. Increase your Intelligence, Wisdom, or Charism score by 1 (20 max).
Energy Mastery. Choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, Radiant, or Thunder. When you deal damage by any means, you ignore Resistance to damage of the chosen type. In addition, when you cause another creature to make a saving throw to resist damage of the chosen type the saving throw DC is increased by 1, and when you make an attack that deals damage of the chosen type you score a Critical Hit on a roll of '19' or '20' on the d20.
Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.
While I don't mind that Fighting Styles have been shifted into feats in principle, I do mind that their power level wasn't raised to make them as good as a General feat and I don't like that they have been gated with a feature prereq. I could see one or the other, but both restrictions defeats the purpose of moving them to feats...how many characters that have the class feature already are going to spend a precious ASI on a Fighting Style feat? Virtually none.
So, at my table the list of Fighting Styles exists as is but they are not feats. There is a General Feat described below that provides access to that list with or without the corresponding class feature.
ASI. Increase your Strength or Dexterity by 1 (20 max).
Fighting Style. You gain a Fighting Style of your choice that you do not already have. When you gain a level you may swap this Fighting Style for a different Fighting Style you do not already have.
Repeatable. You may take this feat more than once, but must choose a Fighting Style you do not already have each time.
For retrocompatibility purposes I've ported a few Feats from 2014 that didn't make it into the PHB.
Origin Feat
You know your choice of two cantrips from Light, Sacred Flame, and Thaumaturgy. Choose one 1st level Cleric or Wizard spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma.
Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Comprehend Languages, Identify], 2nd level [Borrowed Knowledge, Locate Object], 3rd level [Speak with Dead, Spirit Guardians], 4th level [Arcane Eye, Stone Shape], 5th level [Flame Strike, Legend Lore]
Origin Feat
You know your choice of two cantrips from Fire Bolt, Prestidigitation, and Ray of Frost. Choose one 1st level Bard or Sorcerer spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma.
Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Chromatic Orb, Thunderwave], 2nd level [Flaming Sphere, Shatter], 3rd level [Call Lightning, Water Walk], 4th level [Summon Elemental, Wall of Fire], 5th level [Cone of Cold, Conjure Elemental]
Origin Feat
You know your choice of two cantrips from Druidcraft, Guidance, and Mage Hand. Choose one 1st level Druid or Wizard spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma.
Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Entangle, Guiding Bolt], 2nd level [Enlarge/Reduce, Vortex Warp], 3rd level [Aura of Vitality, Haste], 4th level [Control Water, Freedom of Movement], 5th level [Circle of Power, Passwall]
Origin Feat
You know your choice of two cantrips from Sacred Flame, Thaumaturgy, and Vicious Mockery. Choose one 1st level Bard or Cleric spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma.
Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Dissonant Whispers, Silvery Barbs], 2nd level [Calm Emotions, Darkness], 3rd level [Beacon of Hope, Daylight], 4th level [Compulsion, Confusion], 5th level [Dominate Person, Rary's Telepathic Bond]
Origin Feat
You know your choice of two cantrips from Chill Touch, Druidcraft, and Spare the Dying. Choose one 1st level Wizard or Druid spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma.
Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Cure Wounds, Inflict Wounds], 2nd level [Lesser Restoration, Wither and Bloom], 3rd level [Revivify, Vampiric Touch], 4th level [Blight, Death Ward], 5th level [Antilife Shell, Greater Restoration]