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From a meta perspective, it'll depend a lot on available weaponry. +2 strength does allow you to stay loose, after all. If this game has a Holy Avenger weapon that's specifically, say, a longsword, then GWM is going to feel pretty foolish.
The extra attack from crits / killing an enemy is also nice but in my last 3 playthrough i never observed it to be triggered.
The difference between one-handed and two-handed weapons in general is pretty lacking unless you take the feats that support the two-handed options.
More STR will let you land more hits though (2 str is 5 percent more chance to hit), and the game is scaled with the assumption that you'll have an average 65% chance to hit against an appropriately challenging enemy at every level. This means that the -5 is actually a -6 compared the attack modifier the game expects you to have at that point.
you're sacrificing the ability to reliably land your attacks in return for much greater damage potential.
Keep in mind, while your average damage per a round will probably be higher with GWM, if you whiff your first few attacks, your enemies will be around longer and therefore will do more damage and potentially stun you or something like that
Concur- you're better off taking dueling fighting style and a shield, than a two hander without GWM (barring ridiculous variation of magic weapons).
For example:
GWM biggest bonus comes with a -5 to hit which at early levels with non-magic weapons is probably not worth using. At level 4 the only bonus you are getting is the bonus action weapon attack which is great but probably not worth the ASI loss.
Now lets say you are getting good drops, cheese a +1 2 hander or even get a weapon with multiple damage dice attached to it then GWM begins to shine because you will find yourself hitting more often with the bonus attack and doing more damage.
Also let's say you have a group that can consistently buff you such as a bard, cleric, or have the ability to turn most attacks into advantage; at that point GWM should be able to hit with the -5 more consistently.
In most games I've played GWM doesn't kick in unless you are a variant human and get it for free or you wait till level 8.
There is math online that tells you what AC a monster should be to make GWM worth at what Ability Score you are currently at but basically unless you constantly have advantage the odds of hitting an AC 12 creature with GWM was like 54% or something low.
That's all well and good for early access, but unless 1.0 gives us a continual supply of such potions, I doubt we're going to get through the game entirely thanks to steroid use. Though I imagine it would be a funny challenge run once people are comfortable with the game.
HOWEVER… like all rules there are exceptions. Party composition can create a dynamic that choosing another FEAT will synchronize more advantageously with the overall group dynamic.
For example, SENTINEL can be very good in a party with 2 frontline tanks.
Summary: ASI is individually better. FEAT can be universally better.
NOTE: A Paladin should really be using Sword & Board anyways. And not Greater Weapon Fighting. Max your AC. Let your Smites do your damage.