I agree these seem to show some fundamental lack of creativity in design. They're better than just another layer of passive +stat bonuses, at least, but I'd like to see things tied to how people actually play, not arbitrary things like "block" and "tumble". I'd rather see some more special proc-on-cast/hit effects that would expand existing playstyles, not just ones that attempt to limit them or force you into certain actions just to get a benefit.
Tumble feats, especially the defensive ones, would be more useful if mobs telegraphed more often (and more reliably, looking at you Dark Unicorn in Back to Basics). DDO is not well designed to be proactive in a fight. And doubly so for Action Boosts, which you're just going to pop at the start of a boss fight, not use as proactive defense (Guarded Actions). Bosses dont tend to alpha strike, so it does no good to have extra defense when you're doing your alpha strike.
Patience is a decent option now for builds that have other +speed bonuses to offset it, like SWF, or ones that can already hit their animation cap, like xbow. However, Block based mechanics are DOA since blocking is 0 DPS, and none of the benefits will be worth as much as the attacks you're giving up.
I'm worried you're adding more spaghetti to the pot with Paranoid that duplicates existing functionality, but probably wont always duplicate it (ie things like Watchful Eye's bonus in Shiradi, or being Spot vs Search...how many similar-but-separate Auto Trapfind abilities are there now?). That just makes it more confusing and harder to keep everything aligned down the road.
The tanking feats should be well received, at least