tl’dr : good idea, catastrophic examples
Most of the ideas in this post related to weapon types are so incredibly boring, it 90% boils down to “more stat up, more damage, more better etc”. Even more boring than the current affixes. “specialize in a weapon type to +% every generic stat up” is just pure trash, its pointless number bloat that adds nothing mechanically interesting to the game and does nothing but encourage you to have a small selection. It also doubles as dumb in a game that overly limits your variety with its 4 damage attributes system, that are basically just souls attributes except without the consistency and without the options to alter the scaling of weapons. First im limited to what uses this stat/these two stats, now you want me to limit myself to using these except with th
Or for example slashing/crushing/piercing damage, in a game where these currently dont organically matter. Trying to make them better by making you spec into arbitrary stat buffs does nothing but encourage lower variety and more number snowballing, its just trash game design all around. You can get the most popular/notable action games in terms of having a difference between damage types such as blunt/slashing/piercing and you will see that they either have much more organic incentives, often mechanically interactive (ex slashing cutting a tail) or more interesting/fitting forms of stat buffs (ex Leo ring)
A lot of these feels like directly getting in the way of potential variety with no real mechanical/gameplay gain, just more stats. Why force the player to choose some things that should just be able to be progressed at the same time, like blacksmithing, potions and carpentry? The game is already very padded, imagine having to choose whether to make potions stop being useless or gamble for the chance a blacksmithing blueprint has something you like? Food is already pretty free and one-dimensional, so why make me have to stop investing in other things to progress cooking?
The actually interesting things here are mechanically interesting combos and runes, sadly you wrote too many of them as “literally just deals damage/buffs damage lol”. But some of them are also just going too far/too random/too out of nowhere, which is also not what the game is meant to be about. I do think there should be more things and mechanical coolness, but random spike eruption AOE at the end of my combo? Randomly generating flying bolts around you and unleashing them once full?
Interesting builds in such games will always be primarily about actual mechanical difference, playstyle etc. Not snowballing a metric ton of different % stat boosts and attributes.
I do think the general idea behind the feats might be interesting, and its probably better than just inventory ups. but the actual examples here are the problem. For these suggestions, its probably way more helpful/easier to convince a dev by posting the idea and either none, or few, but surely fitting examples that match the other elements of the game & its intentions, instead of dilluting the main OP post with a lot of potentially very silly examples