Magesmiley
Explorer
For less experienced players I generally suggest feats which usually provide more bonuses or extra uses rather than those which create exceptions to regular rules or which are often tough for new players to remember how they work or when, or they cause confusion when the player moves to his next character (Zen archery for example - its important to ingrain that DEX modifies ranged attacks, not WIS)..
From your list I'd probably trim it down to:
5. Exotic Weapon Proficiency (bastard sword or dwarven waraxe)* Use better weapon.
6. Improved Initiative Gain +4 bonus on initiative checks.
7. Improved Smiting (Complete Divine) Smite evil attack is good-aligned and deals +1d6 extra damage.
13. Shield Specialization (Players Handbook II) Increase shield bonus with selected type of shield by 1.
15. Weapon Focus Gain +1 bonus on attack rolls with selected type of weapon.
All of these are fairly static abilities which can be figured into a character's stats ahead of time, very little to manage during play. They also don't significantly change any other regular rules.
If he wants more choices, probably add:
3. Combat Expertise* Trade penalty to melee attack rolls for bonus to AC.
4. Dodge* Gain +1 Dodge bonus to AC against one opponent.
9. Point Blank Shot Gain +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
10. Power Attack* Trade penalty to melee attack rolls for bonus to melee damage rolls.
These are situational, requiring a choice to be made in regular play or which require you to remember that you have the ability, but still don't significantly alter the usual behavior of abilities and rules.
As far as adding other feats to the list, I'd try to concentrate on ones which don't create an exception to a standard rule, but provide bonuses to the character. There are some heavy armor optimization feats in Races of Stone that might be good.
From your list I'd probably trim it down to:
5. Exotic Weapon Proficiency (bastard sword or dwarven waraxe)* Use better weapon.
6. Improved Initiative Gain +4 bonus on initiative checks.
7. Improved Smiting (Complete Divine) Smite evil attack is good-aligned and deals +1d6 extra damage.
13. Shield Specialization (Players Handbook II) Increase shield bonus with selected type of shield by 1.
15. Weapon Focus Gain +1 bonus on attack rolls with selected type of weapon.
All of these are fairly static abilities which can be figured into a character's stats ahead of time, very little to manage during play. They also don't significantly change any other regular rules.
If he wants more choices, probably add:
3. Combat Expertise* Trade penalty to melee attack rolls for bonus to AC.
4. Dodge* Gain +1 Dodge bonus to AC against one opponent.
9. Point Blank Shot Gain +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
10. Power Attack* Trade penalty to melee attack rolls for bonus to melee damage rolls.
These are situational, requiring a choice to be made in regular play or which require you to remember that you have the ability, but still don't significantly alter the usual behavior of abilities and rules.
As far as adding other feats to the list, I'd try to concentrate on ones which don't create an exception to a standard rule, but provide bonuses to the character. There are some heavy armor optimization feats in Races of Stone that might be good.