Comparisons
In core, we have the extremes. Dodge grants +1 AC some of the time. Improved Initiative grants +4 initiative all of the time. Also, Leadership grants me an extra character.
Outside core- for casters at least- are Reserve Feats, an attempt to keep casters feeling magical without spending spells. There are also Tactical Feats which are mostly intended for non-casters. A small number (Shock Trooper, Woodland Archer) come to mind. Most are forgotten.
My Opinion
Feats should be precious and significant upgrades for your character. I consider 15% (usually +3) to be the minimum difference between someone with a feat and someone without. How many Wizards would take Dodge if it granted a +3 dodge bonus to AC against everything and +1 more per 3 HD you had?
Assuming no flaws for feats, your character will have 6 or 7 general feats in his life, and more likely 2 or 3 before your game ends. Saying "Fighters get more feats," should not weaken the feats! Instead, a Fighter gets to choose his fighting style based on his feats.
My Power Level
I consider Tome of Battle essential for interesting melee. Full attacking has its uses but quickly loses its luster. Special attacks (bull rushing, tripping) can spice up melee, as can spells (I haste you my pretties!), but how many times do you say, "I whack it/I full attack it" before you hope for something else?
Tier-wise, I enjoy tier 3 and up. I like that Wizards can do a bit of everything. It makes sense that magic is powerful and catch-all. For those who seek greater stamina in fighting, go ahead and gish. For those disliking magic dependence, try a Warblade or a Crusader. You can still be relevant, party and environment willing.