at a glance it looks like HenchRacial and HenchClasses are exclusive to TonyK’s AI. (I don’t see them in /Data/2DA*.zip)
there’s no HenchFeats (feats are spells/spellabilities, often called featspells in the core AI)
If you’re loading from a saved game, new entries in HenchSpells won’t work, iirc. [actually it shouldn’t matter; since you’re adding brand new entries they ought be picked up here] (if I remember correctly) when a game loads, the AI iterates over all the entries in HenchSpells and stores them on the module-object for quicker access; i believe it checks the InfoVersion of each entry against the InfoVersion in HenchSpells, and if they’re the same, the loading sequence bypasses the entry (because it already has the spell/feat stored on the module-object). You can try setting the InfoVersion of your custom feats to something other than “22” … eg. “23”
Or you can try starting a new game (unless that’s what you’re already doing)
btw, the stock coreAI is somewhat different than TonyK’s – so it might handle InfoVersion etc. differently
Another possibility is that you’re assiging the feats to a monster/NPC that’s using the NwN1 AI scripts. They don’t use the 2das … instead, their event-scripts ( nw_c2_default* ) use functions from ‘nw_i0_generic’. That is, they do not use the gb_* or hench_* scripts (<- what i call the core AI).