When you decide whether or not a feat is good, there are a few factors for consideration. Some feats are only suitable for specific classes, weapons, combat styles, or roles within a party. Others are widely regarded as generally good for everyone. Still others are typically ignored by the DnD community for being weak or too situational. You need to consider whether the feat is worth giving up an Ability Score Increase. With a few exceptions, the only times you choose a feat are at ASIs, so the feat needs to be worth giving up +2 to one of your Ability Scores or +1 to two of your Ability Scores. Inspiring Leader is one of the few feats considered good enough to be worth the expense, even at very low levels.  Inspiring Leader allows you to give temporary hit points to everyone in your party on a daily basis. Those hit points scale with your level and your Charisma modifier which means that even if you’re only level 4 with a +2 Charisma modifier, you’re still giving six people 6 temporary hit points every day.