My opinion:
I really like the options to add skills and expertise with these feats. A lot. It's nice add giving the ability to pick up a +1 to an attribute and another skill (or expertise). I think removing the requirement to take Rogue or Knowledge Cleric just for Expertise is an awesome idea. And, in hindsight, it's so brilliantly basic that I'm surprised it didn't make it into the 5e when they first published it. It just seems so obvious now.
However, I think they
easily could have stopped at the +1 & added skill/expertise (which immediately has a value as good, or
better, than +2 to an attribute). It's the Expertise that's the real payday there, and well worth the feat when coupled with the +1 attribute. Remember, many players would dip into Rogue just for that Expertise alone, mechanically eliminating a Level 20 ability to do so, because Expertise is
that good.
As far as the UA Feats, if it looks like magic, sounds like magic, plays like magic, imitates magic... just dump it.
The reason I'm playing Dark Thrones is because of the almost non-existent level of magic. Hell, I'm thrilled that the group is a bunch of warrior types. Personally, I tend to make wizard type characters and the like; more complex to play, more options and ways to go about doing things. However, I've gotten to the point where (to me) it just seems ridiculous what spellcasters can do, and so I'm off that train and standard issue D&D. Ultimately, as everyone knows, the most invaluable characters are the spellcasters at higher levels; non-magic types are kind of just there, waiting for a melee for the most part because it's the spellcasters that solve everything with their massive repertoire of arcane/divine tools.
If you look at the
Your text to link here... it's easy to see that there isn't a non-spellcaster that can hold a candle to any of it. Sure, it might be fun to play a non-caster, but when it comes down to it for traditional D&D, magic is your problem solver and award winner. I have seen non-spellcasters patiently watching from the sidelines, both as a player, and DM. It starts around 5th level.
As we've played, what I'm enjoying the most, as part of the setting, is the complete lack of spellcasting and special effects type abilities (a la the Ranger, Totem Barbarians, Monks, etc). It is absolutely refreshing that the party gets on without any of that, and I also think it adds tremendous mystery to the game, which is the big draw.
Regular badass guys with hardware and guts going up against the unknown. I wouldn't have it any other way.
I think even adding minor effects that play like magic will take away from the Dark Thrones setting. Although some could be played off as a character's
near mystical sense or feeling (like detect magic from
Arcanist) it will still be introducing
magic type effects into our game, which will spoil what I think is the best part of Dark Thrones: the mystery. The inability to just use 'magic ability X' and find out 'Y'. Even in our subconscious we'll all know that some iteration of magic is in the game.
From
Theologian, even abilities like
Detect Evil and
Detect Good, again, even portrayed as a character's sense, will still play like magic. And, to me it would simply spoil some of those moments where evil character 'X' posing as a good guy just got revealed by what is simply magic, although we're giving it a different name.
Naturalist...
druidcraft/detect poison/detect disease: I think the game has more appeal if someone makes a Medicine check (instead of Detect whatever), or a Survivalist check to predict the weather (instead of druidcraft) where varying degrees of success determine the accuracy of the check, rather than "this is what the weather will be, because you used a spell-like ability."
Survivalist... That
alarm spell, even portrayed as a character who is a light sleeper... still, it comes off like magic. That first night we were camping in this game, even though it was uneventful, the group took how to handle the night as an important discussion (fire/no fire, both sides with plenty of merit). The alarm spell from Survivalist will just take some of the edge off, and the edge is what makes the game good.
It's the grittiness of Dark Thrones that has appeal to me, and I think spell type abilities will just dilute the flavor. Usually I like more options, but in this case I have to say that less is more.