Okay, here's my full reviews:
Artificer Initiate: It's like Magic Initiate, but better! Also, you
still get to take Magic Initiate! I like this feat, but think it will
be nerfed (I also second the idea for an Artificer Infusion as a feat).
This is a great feat for artificers, wizards, and good for the 1/3rd
casters.
Chef: Good, I guess. I mean, I'd never take it, or encourage a player
to take it really, but I could see situations where this would be very
useful. I would prefer it as an Artificer (maybe bard or cleric
subclass if it has to be), but this feat can stay. I think there should
be some pre-requisite, based on needing healing spells or something, as
it doesn't make much sense for a Wizard to have it, or an Archfiend
Warlock. (Great feat for clerics, bards, druids that focus on
goodberry, and alchemist artificers)
Crusher: I like the feat. Some people have expressed concern about the
name, but I think it fits. This is a good feat, and fits well with the
other weapon-damage focused ones (This feat is great with Monks).
Eldritch Adept: Nice feat. I always wanted more invocations as my
Hexblade, and this would be nice. This will be very popular if it makes
it into the book as is (The infinite mage armor or false life will be
very attractive for Sorcerers and Wizards).
Fey Touched: Good feat. I'm sure a lot of Archfey warlocks will take
this, as well as certain wizards and bards.
Fighting Initiate: Great feat. Some have mentioned Rogues getting
Archery or Two-Weapon Fighting, and others have mentioned Barbarians
getting a Fighting Style. I think a lot of people will take this,
either to get more Fighting Styles as a Fighter, Paladin, or Ranger, or
for a Hexblade or Bladesinger to get a fighting style.
Gunner: Besides firearms being broken, this making them even worse, and
it being an amazing feat if you want to be a gun-user (especially as a
Battlesmith Artificer or Battlemaster Fighter).
Metamagic Adept: Also, besides screwing the sorcerer even more (and
helping it as well) it seems like a good feat. This will be a very
attractive feat to people arcane casters, which they needed more of.
Piercer: Nice feat, like the Crusher feat. This is useful to archers,
gun-users, cavaliers, rogues, and many more subclasses.
Poisoner: I mean, poisons do need help. Good feat, not much else to
say.
Practiced Expert: I really hated that Prodigy was limited to humans,
half-orcs, and half-elves. I mean, what the heck? Only people with
human blood, rogues, and bards can be very, very good at a few certain
things? If allowed, I will take this as every single character I play
in the future. My changeling hexblade needs this for Deception, a
Wizard needs this for Arcana, a Paladin needs it for Persuasion,
Athletics, or Intimidation.
Shadow Touched: Good feat, except for the subclass it fits with the
most: Shadow Sorcerers. They already get darkness, and I think you
should be able to choose a different necrotic/illusion spell for this,
like Blindness/Deafness or Ray of Sickness.
Shield Training: I mean, amazing feat. I would literally never not take
this as a non-gish spellcaster without shields. It's even useful to
gish spellcasters, and non-spellcasters. War Wizards would have great
ACs with this, especially Hobgoblins with light armor.
Slasher: Good feat. Not much else to say, except slashing-sword users
will have a great time with this feat.
Tandem Tactician: Good feat. People have been saying it screws the
Mastermind, but not really. They still have a range of 30 feet for
their abilities.
Tracker: Great feat. I would take it as a Ranger, but it does feel like
another feat to make a class not feel needed anymore (Take this as a
monk. You get the most attacks at lower levels, and will benefit the
most from this).
Summary:
I like these feats in general. I see the problems with them, and expect
several of these to be dropped/changed before entering Xanathar's 2.0.
They are all good, all useful to most characters, and let me steal
abilities from other classes without having to do all the multiclassing
nonsense.