Now I'm really curious what I've stumbled upon here. Would you at least tease me with which product I managed to sense through the tinfoil barrier?
Sorry. No can do.

If I had to guess, I'd say it's for
Godspawn - from what I've seen of the setting, this sorta stuff seems right up its alley.
That said, the only problem I see with the feats [aside from obvious power level issues, which was part of their design] is that there is no built in way to replace/fix your ancestral weapon - and it really rubs me the wrong way that your ancestral weapon can be smashed by an enemy, and you can go to "Honest Dave's Slightly Used Killing Supplies" and grab a new "ancestral" weapon. Personally, I'd alter the feats as follows, and players can roleplay the special section as they will - you take it to a temple of your ancestors and beg forgiveness in a complex ritual, or you go to a good forge and have it reforged, Narsil style.
Heroic Heritage Adventuring is in your blood - literally.
Prerequisites: Str 13+
Benefit: Choose a single melee weapon as your "Ancestral Weapon". When wielding this weapon you gain Stress Resistance 5 and may add your Charisma bonus to damage rolls instead of the normal attribute for these rolls. You also gain a trick.
"Guide my hands!" (ancestral weapon attack trick): If you miss with this attack but don't score an error, you may choose to succeed anyway as if you rolled the minimum amount required to hit. If you do, your Defense is reduced by the difference between the target's defense and your original attack roll until your initiative count the following round. You may use this trick a number of times per combat equal to your starting action dice.
Special: If your Ancestral Weapon is
broken or
destroyed you lose a number of reputation equal to your Career Level and it is replaced at your next downtime.
Heroic Legacy You're the latest - and greatest - in a long line of adventurers.
Prerequisites: Heroic Heritage
Benefit: You gain the Cagey I NPC Quality and the higher of your Strength of Charisma increases by 1. Further, when weilding your ancestral weapon you may add your Charisma bonus to attack rolls instead of the normal attribute for these rolls and your Stress Resistance increases to 10 (this replaces the stress resistance 5 from Heroic Heritage).
You may choose to embrace your larger-than-life nature once, when you level, gaining the Horror type. If you do, your starting action dice decrease by 1 and you find it much harder to hide your true self, suffering a -5 penalty with Disguise checks.
FWIW I'm really not a fan of PCs with the
Horror type, simply due to how by taking a feat they penalise their group, which is not cool in my eyes [especially in this particular instance - given the flavour of the feats]. I'd also consider removing the word "melee" from the Heritage feat, mainly because I like the idea of an Elven ancestral bow, or a Pech with a lucky ancestral sling - I can't see it suddenly unbalancing the feats either.
The villainous feats look a bit underpowered too [compared to their heroic counterparts], particularly Villainous Heritage.