Even without int requirements on these feats, there would still be very tangible benefits to high intelligence. If you do a greatsword fighter and you want antagonize on him, that's already four combat skills you'll most likely want (discipline, parry, antagonize and tumble). Even as a human, a fighter, having only 2+int mod skill points per level, would still need 12 int to max all these skills. And that's just for improving combat prowess, not even learning anything useful outside of a fight (well antagonize does at least have some non combat applications but they're roleplay only). And from an RP point of view, not being able to learn languages (without investment in polyglot or speak languages) is a very real disadvantage.
Now, would there be less incentive for some builds to go with high int? Yes, certainly! That's what I hope this removal would achieve in the first place. And I must ask this: why is it okay for charisma to be a universal dump stat outside of a few classes but if intelligence is a bit less essential to some classes then that's bad? Wisdom, ditto (though I guess wis is slightly better off than charisma in this regard since it increases will saves).
As for the issue with two handed weapon being too advantageous without the int requirement on improved parry, I would suggest giving it the same requirement as shield parry then: 15+ dex. Deflecting blows with a large weapon doesn't require being particularly clever, but it does require speed and coordination. Qualities that skilled fighters tend to have coincidentally.
About feat granting items, I've got to say I dislike them. They reward people with server knowledge, who know what feats can be gotten by gear and thus don't need to be taken at level ups, and in a server like this one, where you have to FOIC everything about the gear, that can easily lead to people needing relevels or even remakes because they realize they didn't need to take such and such feats.