Gonna again disagree. They are absolutely valid. They may not be interesting but they are almost all functional.
Adopted Ancestry 1 General — Opening up access to other ancestry lists is quite good, especially given most ancestries only have a couple of feats you'll really want, and some barely have any.
Alertness 1 General — I feel this should raise the proficiency
Ancestral Paragon 1 General — this may change with the new proficiency rules
Armor Proficiency 1 General — Nobody wants to get hit. agreed
Breath Control 1 General — agreed
Diehard 1 General — I don't think a thing that can save your life is ever not a valid pick. agreed
Fast Recovery 1 General Constitution 14-- we'll see after the heal rules
Feather Step 1 General Dexterity 14 Difficult terrain is super common.
Fleet 1 General — Everyone enjoys more speed.
Great Fortitude 1 General Trained in Fortitude saves. Save bonuses are never bad.
Hefty Hauler 1 General Strength 12 Bulk adds up FAST this edition. - I've yet to see DMs enforce the bulk rules
Incredible Initiative 1 General — Initiative boosts are always good.
Iron Will 1 General Trained in Will saves. See Great Fortitude.
Lightning Reflexes 1 General Trained in Reflex saves. See Iron Will.
Remarkable Resonance 1 General Charisma 12. -- resonance is still being worked on
Ride 1 General — This one does feel lackluster-- most dedicated riders probably use something with the minion trait and this does nothing for them.
Shield Proficiency -- Shields are really good, and this opens them up to most classes.
Toughness 1 General — See Die Hard.
Weapon Proficiency 1 General — Agreed and I feel ALL classes should start with all simple.
Expeditious Search-- Being able to search for hazards and ambushes while maintaining full speed for overland travel is actually really good whenever the quest is time sensitive.
I feel that there were more valid ones in 1st ED