Great input, Hawaiian.
Feats: They certainly will need to make this an optional rule to select freely. I like the fixed nature, it's great for balance and RP, but I understand the need some have for variability and customization beyond what's given. I just know that open feats in every previous version has lead to some char-op synergistic nightmares.
Self-Heal: Personally, I prefer using items. Potions, Herbs, Alchemical products, etc. I've had groups without any "Healer" that will find easier access to things like Althelas Leaves (heal 1d6, but must be kept sealed/fresh - so takes an action to open/ingest), Balm of the Sylvan Moon (heal 1d8, touch), Potions of Healing (granted by the lord asking for help, etc), and so forth.
I just tie it into the RP of the world and let the group decide how to use their limited resources. Once you give out Second Wind or other forms of immediate self healing, you can't put that cat back into the bag.
Wish I could agree with you on Hero Points, but I can't. Halflings get Lucky... and it should be theirs. Someone out there is looking out for the little guys. Everyone else is at the mercy of unyielding fate. I perfer it that way. Too much of that, too easily, and instead of feeling empowered by hard fought victories, players come away with just a bit of a hollow feeling... as if they cheated to "win."
I wholeheartedly agree with you on A/D, OA, and the rest
@Jenks: I knew to fear you the first moment I saw Rainbow Dash as your representation.