I return with further Martial Feat "rebalancing".
Starting with GWM. I was going to make a separate one for Finesse and non-Heavy/non-Finesse weapons, but it's easier to just lump them all into one.
>Deadly Attacks
You've mastered striking enemies where their defenses are weakest. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a melee weapon that you are proficient with, you can choose to not add your Proficiency Bonus to the attack roll. If the attack hits, you add your Proficiency Bonus to the attack's damage. If you are wielding the weapon with two hands via the Versatile or Two Handed traits, you instead add double your Proficiency bonus to the attack.
This seems to me like it's in a "decent" place, GWM now scales better in both damage and chance to hit in addition to making Versatile weapons a lot better overall.
Dual Wielder, made mainly to go with new GWM (And to hopefully make a competitor to PAM+GWM and CBE+SS)
>Dual Wielding Master
You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
• If both Two Handed Weapons you are wielding are Versatile, you count as wielding both of them in two hands.
This makes TWF significantly stronger, (Still needs TWF style to be fully effective), while also making STR TWF more viable since there isn't any Finesse Versatile weapons. With this you can pick either PAM+GWM for the chance of Reaction Attacks or TWF with GWM for more damaging attacks without reach. (Think of it as the melee equivalent to CBE.)