This stuff is still utterly revolutionary.
These feats have been around for about 15 years and are even MORE powerful in their pen and paper form. Of all the top fighter builds that have been around in competitive D&D, these feats took a backseat to things like monkey grip and thri-kreen weapon masters (Yes, the god awful P&P version from "Sword & Fist") or dervishes. These feats didn't break D&D when they were introduced in "Complete Warrior" in 2003, they aren't going to break D&D now. There's several clever balancing mechanics added into these feats that I don't se being brought up, so let me address a few.
For starters, these feats can only be taken as fighter feats. From what I've seen, only as fighter BONUS feats. So at level 12 when I have a fighter bonus feat and a feat from leveling, I was only able to select ONE of these new feats. So people going 13 fighter aren't going to get many of these feats to toy around with.
Secondly, these feat uses are going to burn up a LOT faster than people think. The feats trigger AFTER the first round of combat. Say you're in a dungeon and you're all setting down to rest. The act of resting draws over a single enemy that you missed and the fighter has to handle it. Congrats, there's one use of your combat focus that's gone. Running through the mists to find the dragon or illithid? Your character auto attacking that random mist horror that popped out to ambush you just took one of your uses away.
Third, these feats are not something you can trigger at will BY DESIGN, both to differentiate it from Rage, but also as a balancing mechanic. Fighters have to be a lot more selective about when they are going to move in and what fights are not worth taking if they want to make the most of these feats.
Fourth, yes fighters get a lot of feats. But just for the six feats I wanted, it was a total of EIGHT feats due to the requirements (Dodge and Resist Energy). A lot of fighter versatility goes right out the window and on POTM versatility is king.
Additionally, if this stuff is revolutionary, what are all these 75 AC bard/cleric builds on the server? What are all these 60+ AC rogue/bard builds? What is the level 12 bard/barbarbian that's routinely soloing Cursts? How about the level 16 wizard/rogue/bard that was soloing VEIDRAVA? Voodan didn't break the server. Hexblade didn't break the server. These feats aren't going to break the server, either.
And even with ALL these feats, fighters are still going to be less effective at tanking than late game version druids, clerics and wizards.
I see a lot of talk in this thread and the heal potion thread about things making mages optional in dungeons. Guess what class type is the most "optional" currently? Fighters and barbarians. The best tanks on the server are support classes and mages. I've routinely seen tank characters left on the sidelines in favor of the wizard who has shapechange or the druid with elemental shape. So all this talk about "Oh, this will make mages optional in dungeons cause fighters get a buff or because potions exist", fighters are already the ones that are optional in every late game dungeon. And it's mages and support classes being so good at tanking that made them optional.
Edit: Had a Freudian Slip, the feats are from Players Handbook 2, I said Complete Warrior. I have many books open at the moment.