My personal list:

Tavern Brawler Tier:
- Tavern Brawler - A ton of bonus damage

Awesome, I miss them if I don't have them:
- Great weapon master - good bonus damage
- Sharpshooter - good bonus damage
- Alert - often allows str based fighters / paladins to kill an enemy caster before they act, can prevent a TPK in a few fights (e.g. Yugir)
- Sentinel - makes sure the enemy stays where it's supposed to be, e.g. inside a wall of fire
- Resilient - very valuable to keep concentration spells active

Good:
- Polearm Master - would be awesome if we had better polearms in this game
- Spell Sniper - better crit is nice, but not awesome since the most powerful spells can't crit
- Elemental Adept - can be good, depending on the damage types you are using
- Lucky - being able to reroll a die is always good
- Actor- helps a lot to solve situations without combat

Nice to have:
- Heavy Armour Master - never tried it, but it should make you quite tanky
- Warcaster - there are a number of armours that grant the same effect. But it's quite good if you for some reason don't use any of those armours
- Mobile - I usually don't need it, but being faster never hurts
- Skilled - helps with skill checks
- Dual Wielder - dual wielding in itself isn't great, but for some (caster) builds it's nice to benefit from the effects of two weapons that are not light
- Athlete - in my opinion being able to jump further than your maximum movement distance is a bug. If you use the feat to it's full extend, it's quite good.
- Charger - Being able to move and attack a different target without taking opportunity attacks can be nice
- Crossbow Expert - The main reason to pick this feat got moved to the things every character can do at level one. But you can still end up in situations where you benefit from it. E.g. when you are forced to drop your melee weapons.
- Martial Adept - some bonus damage and cc
- Shield Master - can be good against high damage dex saves when fighting dragons or powerful mages

Maybe you find a situation where it's useful:
- Moderately Armoured - usually multiclassing will be the better choice, but I could see some exceptions
- Mage Slayer - never tried it, doesn't sound too good
- Defensive Duellist - quite limited use. Only against a single attack and only if you use a finesse weapon.
- Medium Armour Master - if you have high dex, it's often better to wear armour that allowes you to add your full dex modifier
- Savage Attacker - a bit of bonus damage, but generally weaker than all other feats that add damage
- Tough - a bit of extra hp never hurts, but it's probably not worth it
- Weapon Master - usually multiclassing will be the better choice, but there are exceptions (e.g. longbow and heavy crossbow on a rogue who started with an odd dex score)

Not going to pick them (again):
- Magic Innitiate - multiclassing should pretty much always be the better choice
- Heavily Armoured - multiclassing should pretty much always be the better choice
- Dungeon Delver - it's very rare that I take damage from traps even without that feat
- Durable - not needed in my opinion
- Lightly Armoured - multiclassing should pretty much always be the better choice
- Performer - you can get musical instrument proficiency from a skill check, no need to waste a feat.
- Ritual Caster - multiclassing should pretty much always be the better choice