I was looking over the 2E Guide to the Astral Plane, and I came across several proficiencies that looked like they could be easily made into feats. So without further adieu...
Astral Navigation [General]
You better understand how to find your way on the Astral Plane.
Prerequisites: Wis 13.
Benefit: Cuts travel times in half on the Astral.
Special: Astral travel times can be found on page 50 of the Manual of the Planes.
Astral Running [General]
You move faster than normal while on the Astral Plane.
Prerequisites: Int 13.
Benefit: The characterâ,¬,,¢s speed is 20 ft. per point of Intelligence while on the Astral Plane.
Normal: The characterâ,¬,,¢s speed is 10 ft. per point of Intelligence while on the Astral Plane.
Project Thoughts
Psychoportation
Level: Psion/wilder 1, psychic warrior 1.
Display: Mental
Manifesting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
While on the Astral Plane, you project extraneous thoughts at others, creating mental drag. This mental drag reduces a creature's mental speed on the Astral Plane by half. This power only affects a beingâ,¬,,¢s mental speed while on the Astral Plane, all other forms of movement and all other actions are unaffected.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.
Looks good.
Got any other goodies?
For now, no.
I might be wrong, but in the current edition of the rules, this:
"Normal: The characterâ,¬,,¢s speed is 10 ft. per point of Intelligence while on the Astral Plane."
no longer holds, right?
Yeah, but I don't like it.
In every single other edition the Astral Plane has had no gravity, rather than subjective directional gravity.
I'm going to chime in with an I like these alot. Project thoughts especially seems useful, and fun to give to the githyanki pirates my players occasionally provoke. :)