I've pondered a few starfinder feats and it looks like there are some unexpected traps, particularly when you consider technology. Other folks have mentioned other stuff on my list, so I'm not including, say Deadly Aim or Stand Still here.
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Potential traps
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Adaptive Fighting: Once a day, as a move action, with high prerequisites. I'm not impressed; there's just not really enough in the combat feats to justify this.
Antagonize: I don't know why you would ever take this instead of Amplified Glitch, for that type of action.
Climbing Master: Now that it's pretty easy to get jetpacks, I feel like this is less valuable. But if you've got extra arms, it probably is.
Fast Talk: While cool and thematic for a lot of builds, you really have to trust your party to make this worthwhile. If you're not doing a bunch of super surprise assassinations, I think you won't get much mileage.
Fleet: Now that you can replace your legs with better, faster legs, I think it's less useful.
Master Crafter: Crafting takes you max 4 hours. I don't see a lot of situations where saving 2 hours would ever really matter.
Nimble Moves: Again, jetpacks and jump jets. If you can fly, you don't need to worry about difficult terrain as much.
Opening Volley: I want this to be cool, but it's just so situational I can't trust that it's going to be.
Quick Draw: For a lot of items, you can quick draw out of your cyberarm. It doesn't work for everything, but in a tight spot, it'd be an affordable way to turn ~3000 credits into a feat's bonus. (Or be a Ysoki and kinda get Quick Draw and Kip Up for free)
Spry Cover: You'd have to have a really specialized synergy with your party to make this work.
Toughness: Given how Stamina works, I'm not sure this is as good an investment as it used to be.
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That being said, I did have a few feats I really liked in Starfinder:
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Surprisingly good?
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Veiled Threat: This pretty much lets you turn Intimidate into Diplomacy. If you don't have a lot of skill points, that can be pretty handy. But, pretty hefty requirement.
Suppressive Fire: I like how there's an option for automatic weapons that isn't "use up all of your ammo at once." I think you could get a lot out of this one, if your party is in on you using it. That being said: not for envoys. They have better use for their Move actions, to say the least.
Skill Synergy: I am all about this skill. First, it reduces clutter by taking out all of the +2/+2 skills left over from D&D 3.5, and second, it adds class skills. If you're a Soldier, especially, this is super handy at odd levels. I've taken it twice in my Dead Suns game.
Kip Up: There's no real good technological replacement for this (well, or you could be a Ysoki), and you can do a lot with proneness as a defense against ranged.
Jet Dash: I love the idea of going a billion miles per hour and jumping fifteen feet in the air, so sue me.
Cleave: I think this might be really worth it, since it's one of the few ways to get multiple attacks on a Standard action.