Feats
This is honestly not the end all and be-all of feats. So why am I putting any of them here? Two reasons. One, I think there are some specific feats that are useful to people that are hidden in obscure hideaways. Two, there are some that require clarification for how they apply to this campaign, or are unnecessary because of changes (pistols are modern in design, so you don't need to know gunsmithing to own and operate one, or need an exotic weapon proficiency to do so unless you are not an Eioan citizen. Three, some feats can be trained – which means you can pick them up in play if you play your cards right. And fourth, there are some 'campaign traits' that apply to characters - they don't cost a feat slot to acquire, they're just part and parcel of being an Eioan native, a foreigner, or an outsider, respectively.