Only feats relevant to the Crusader will be listed.
Player’s Handbook
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Skill Feats (Negotiator, Alertness, etc.): Never, ever, ever, ever, ever take one of these. Ever.
Archery Feats (Point Blank Shot, etc.): You don’t do archery. Stay away.
Blind-Fight: Re-rolling miss chance is good, but a Crusader is generally feat-starved as it is.
Combat Expertise: Not really that great, especially since you need to get your Intelligence up in order to take it. If you want to be a tripper, though, it’s required.
Improved Disarm and Improved Feint are not worth it, especially since no one really uses those techniques anyway.
Whirlwind Attack: Waaaaaay too feat intensive. And they’re all bad, too.
Combat Reflexes: A good option, especially if you’re using a lockdown build, where it is a must have.
Dodge: IT’S A TRAP! This is one of the worst feats in 3.5, and even worse in the hands of a Crusader.
Mobility: This is already bad, and you need Dodge to take it. Avoid.
Spring Attack: Even if you didn’t need those prerequisites, this would still be a bad choice. As it is, it’s terrible for you.
Endurance: The only use for Endurance is as a gateway to Diehard and Steadfast Determination. The former is a bonus feat, and the latter should be taken as soon as possible if you have the room for the feats.
Exotic Weapon Proficiency: Unlike a Warblade, this feat locks you into a single weapon. The only one that’s typically worth taking is a Spiked Chain, and you can just use a Guisarme for all your tripping needs.
Improved Critical: Just get a keen weapon instead.
Improved Initiative: This is one of those feats that’s always good. Take it if you have room.
Improved Unarmed Strike: You are not an Unarmed Swordsage, and you probably won’t qualify for Master of Nine anyway. Skip this and all of its offshoots.
Mounted Combat: With White Raven maneuvers, your mounted combat can actually be pretty effective. If you get this, snag Ride-By Attack and Spirited Charge, but avoid Mounted Archery and Trample
Power Attack: Take it. It scales, it gives bonus damage, and it is fantabulous. Take it now.
Cleave: Actually pretty good, since the extra attack means an extra hit. Here’s a hint: It still counts even if you use a strike.
Great Cleave: Unless you have to kill low CR mobs, this is less useful.
Improved Bull Rush and Improved Sunder: Only really useful as prerequisites for Shock Trooper and Combat Brute respectively.
Improved Overrun: Yeah… no…
Improved Shield Bash: If you want to shield bash, then pick this up. Nothing’s stopping you if you have the space.
Toughness: …… I don’t have words for how bad this is…
Two-Weapon Fighting: You don’t have Tiger Claw. Avoid this entire line.
Weapon Focus: This locks you into a single weapon, but most people wouldn’t mind that anyway. On another note, a small boost to your attack roll counts for more when all you have to depend on is one large strike. Not the greatest option, but not terrible.
Tome of Battle:
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Adaptive Style: For those times that you really need an unreadied maneuver, this is great. However, you can ready half of the maneuvers you know at any given time, so you're rarely starved for options.
Avenging Strike: Oh boy! A few times a day, you can do slightly more damage to an extremely restricted subset of enemies! Awesome!
Blade Meditation: It's a worse version of Weapon Specialization. And Weapon Specialization is bad enough already.
Devoted Bulwark: +1 AC for a feat, that only activates after someone has already hit you. Pass.
Evasive Reflexes: Most Crusaders with Dex high enough to take this will be lockdown builds. Those builds rely on actually attacking your opponent.
Extra Granted Maneuver: This feat is unspeakably amazing. You start with more moves, keep more moves open, and get your moves back faster. This is practically mandatory.
Martial Stance: Crusader stances as a whole are rather good, and another one to have access to never hurt. This is also the only way to get Immortal Fortitude on a single-classed Crusader.
Martial Study: You can't trade away whatever maneuver you happen to get from this, and you get enough maneuvers to be worth your time anyway. This is really only good for picking up disciplines that you normally lack access to.
Rapid Assault: +1d6 generally isn't that impressive, and it only works for one round.
Song of the White Raven: Obviously, only Bard/Crusaders will be taking this. It's very good for what it does, with the only issue being that it can't be used in the same round as Inspirational Boost.
Snap Kick: This is really for Unarmed Swordsages only. Your Unarmed damage just isn't up to snuff unless you take Superior Unarmed Strike, and sinking 3 feats into this isn't worth it compared to other options.
Stone Power: Combined with your delayed damage pool, you can effectively negate up to 10 damage per round. As an added bonus, if you go the Two-Handed Fighting route, you can use the very nice Shards of Granite feat.
Sudden Recovery: It only works once per day, uses your swift action for the round, and you might not even have to wait that long anyway.
Superior Unarmed Strike: Upping your unarmed damage isn't worth it compared to weapon enhancements.
Vital Recovery: Your maneuvers refresh automatically, so this activates right before your fourth turn. This would be great if it worked every time maneuvers were refreshed, but as it stands, it's mediocre.
White Raven Defense: Spending a feat for a small bonus to AC is not a good idea.
Divine Spirit: If you have Turn Undead as a Crusader, you're probably going for Ruby Knight Vindicator, in which case you have better things to spend it on than piddling amounts of HP.
Scribe Martial Script: I've always found Martial Scripts to be rather underwhelming, and if you need one that badly you can just buy it.
Clarion Commander: Perpetual Flank is the best ability here, but the draw is counteracted by having to take White Raven Defense first.
Faith Unswerving: Keep Up the Pressure is OK, but not enough to justify Devoted Bulwark.
Shards of Granite: The prerequisite feat is a good one, and all three tactical options are viable. This is nice if you have the room.