Unless you can, SF: Lore and skill crossclassing aren't at all comparable (both of which have more use and mechanical benefits than most of these feats).
Skill Focus: Lore is not comparable in utility to Mobility and Spring Attack? I don't know, I'm fairly sure I'd get more use out of those two feats on some builds over +3 Lore....
Cross-classed Skills are effectively wasted and spent on the People's Champion. It's the equivalent of six skill points that are gone down the drain, considering they could have been spent In Class once you earn the PrC. Not at all comparable? Try building a People's Champion some time. Those lost Skill points hurt. (As to why you'd choose to stay pure Cleric or Paladin over People's Champion, again, easy to find if you've actually tried to build one: you don't lose 3 caster levels and you don't have to squeeze 20 Skill point pre-reqs out of base 2 Skill points per level classes. I'd happily keep a pure Cleric or Paladin over a People's Champion.)
Regardless, I don't think anyone has at any point spoken of prerequisites being lowered for WMs, nor advocated for it.
You are incorrect. "Remove if can't be fixed" was the original suggestion.
Why the assumptions? What happened to not making an argument personal in these previous few posts? You might want to reread yours. Normally I'd not bother replying to straw man arguments, but I'll bite this once. If we're going down this route, maybe you should try building a WM sometime and actually delving thoroughly into the mechanics of the game: Mobility in itself is a horrid feat with minimal use even at its best, even in the most ideal of circumstances, doubly so when applied in the context of a WM; Spring Attack makes it completely redundant, as does Tumble (just as the skill would for other classes). This is something you /HAVE TO/ invest in to remain competitive in both PvE and PvP when it comes to classes that might ever take the aforementioned feats (which almost nobody will unless aiming for WM, and those that do as any other class will regret it). Thus, they're utterly useless, you may as well not have either feat when you have access to Tumble and/or Spring Attack. Moving on to the rest, Dodge is bugged (only applying to the current target) and ridiculously underwhelming even if it functioned fully as intended, and my opinion on Whirlwind Attack was already mirrored above by Phantasia; currently it only really serves as an aesthetically pleasant choice if you're fond of the animation. Otherwise, all it is, is a suboptimal move even in the best of scenarios.
So, yes, I'd rather take +3 Lore that will see more use in both RP and PvE, or invest CC skill points to gain access to an extremely strong PrC whilst having no feat requirements. Mechanically speaking, there's very few skills you need as those classes to begin with, and the loss of CL is a part of the cost, that should be a given, just as the WM feats are its main one. A small price to pay in comparison (not to mention WM also has a skill requirement), a price that doesn't even remotely begin to compare to that of multiple awful feats that you won't use or see used by the game 99% of the time. In exchange for the mechanical power you gain, comparing People's Champion to WM, it is evident who gets the shorter end of the stick.
As for the OP's wording, I don't see why you're nitpicking in that particular sentence, the rest of it specifically mentions the purpose of the word's usage - how is this advocating for removal, exactly? There is a distinct difference between mentioning the possibility of removal in favour of replacements and supposedly being 'wrong-headed in using a thread as a justification to lower pre-reqs on a powerful and popular PrC.'
Just to clarify a few things correctly.
Dodge works. If you have 33 AC and an enemy you're fighting rolls a 33, they will miss instead of hitting for meeting the AC.
Mobility works on all attacks of opportunity, not just movement. Drink a potion, have +4 AC to those attack of opportunities. This is excellent for drinking healing potions while assisting avoiding further damage from attacks of opportunity.
Spring Attack - great for heavy armoured tower shield users who incur an armour check penalty of -21 to get into position for using Whirlwind Attack, not so much for rogue cross-classed or Dex users I admit.
Whirlwind Attack to provoke a full attack bonus against all enemies in reach. Someone with a scimitar that now does 55% chance for x3 damage on each creature within range that it hits watches the blood fly. (More useful in Perfidus temple than anywhere else really but still useful just to hit everything even from flank or tank stance.)
There's nothing useless about the feats, only situations where they are useless, like having improved knockdown when you're a halfling fighting a dragon or you're taunting but the creature has 80+ concentration anyway. Used correctly they do everything as intended.
As for the Ki Damage argument, if regular attacks work better because of crits, then use regular/FEAT attacks on living people and use Ki Damage on undead/critical immune things that generally have immunity to some combat feats anyway.
Last I checked and tested the ability on my WM, the last attacker ignores the 1 Other AC you're supposed to be receiving, in spite of the feat's claims, and thus it is in fact bugged. Even if it worked as mentioned in the description, I find it to be useless, especially when you cannot retain the AC upon being flat-footed.
Likewise, in my previous bout of testing, Mobility didn't grant you a bonus when doing something like drinking potions. Unless something has been specifically done in recent memory to remedy this, it hasn't changed and so remains a bad feat. Even if it helped with potions, it would still not be worth the feat investment.
Spring Attack; let's assume you're not a mechanically competent player that can easily get by without this feat (which makes it negligible), FP wearing, shield carrying classes that could even afford this feat (so solely pure Fighters) have far better choices in the form of custom feats, not to mention with this kind of feat progression you'll already have Improved Expertise to nullify the chances of being struck when having to move, and so this feat remains a waste. Besides, if you're not crossclassing as a Fighter, you're doomed to have a bad time.
Whirlwind Attack, I'd reread the OP's take on it. Having some use in one dungeon (and even then it is an arguably bad way to spend your round in a place where casters and other particular critical hit vulnerable NPCs are the greater threat) doesn't really lessen how bad of a feat this is. The second best of an underwhelming lot, perhaps, but all the same a disappointing ability.
In regards to Ki Attack, it still is a little underwhelming for an iconic ability of the PrC; it's supposed to be used against living beings, not immune creatures. Surely you see how it's terribly backwards that it might have more benefit in targetting the very counter of the class.
All in all, they may not be useless in your eyes (which from a mechanical point of view is a matter of semantics and frankly plain wrong, simply because a feat may have a use in one or two dungeons and equally few scenarios doesn't make it a worthwhile feat), but they most certainly are underwhelming and simply bad feats. Now, if you introduced an equal amount of equally awful feats to other PrCs that also demand similar dedication and training (which is arguably most PrCs), you'd hear fewer complaints from me. That isn't particulary enjoyable or balance healthy, though, is it?