Two-Weapon Fighting is best for DPR
TL;DR: The Heavy weapon causes the Halfling to miss too often, losing a lot of DPR and the damage from the second attack of Two-Weapon Fighting is greater than the damage gained from the higher damage die. Eldritch Blast is a very poor option before level 5 if you don't have the Agonizing Blast invocation.
Heavy vs Versatile
First let's compare Heavy weapons with Versatile weapons wielded in 2 hands. A Heavy weapon's 1d12, on average, deals 1 more damage on a normal hit and 2 more damage on a critical hit when compared to a Versatile weapon's 1d10. So, if we multiply these damages by hit chance and crit chance, we can arrive at how much damage a Heavy weapon deals over a Versatile weapon (for a Medium creature).
Regular Hit Formula: \$HitChance=\frac{(20-(Target AC - Attack Bonus))}{20}\$
\begin{array}{c|c}
\text{Target AC}&\text{Damage Difference} \\ \hline
10&0.85 \\
11&0.8 \\
12&0.75 \\
13&0.7 \\
14&0.65 \\
15&0.6 \\
16&0.55 \\
17&0.5 \\
18&0.45 \\
19&0.4 \\
20&0.35 \\
21&0.3 \\
22&0.25 \\
23&0.2 \\
24&0.15 \\
25+&0.1 \\
\end{array}
Formula: \$Regular Damage+Critical Damage=1*HitChance+2*0.05 \$
However, Halfling are small, so they have disadvantage on checks with Heavy weapons. This means there is a 95% chance that a critical hit is not one and a chance that a hit becomes a miss. This means the entire damage of the attack (or extra die) is lost, and that damage loss is shown in the following chart:
\begin{array}{c|c}
\text{Target AC}&\text{Loss from Disadv} \\ \hline
10&1.83 \\
11&2.09 \\
12&2.30 \\
13&2.47 \\
14&2.59 \\
15&2.66 \\
16&2.68 \\
17&2.66 \\
18&2.59 \\
19&2.47 \\
20&2.30 \\
21&2.09 \\
22&1.83 \\
23&1.52 \\
24&1.16 \\
25+&0.76 \\
\end{array}
Formula: \$Regular Loss+Critical Loss=9.5*HitChance*(1-HitChance)+6.5*0.05*0.95 \$
Since at every relevant AC, the loss is greater than the damage gained from the higher damage die, all other things equal the Versatile weapon is better than the Heavy weapon for the Halfling.
Versatile vs Two-Weapon Fighting
Now that we know Versatile is better than Heavy at all Armor Classes, let's compare Versatile and Two-Weapon Fighting. First consider only the first attack. A Versatile weapon's 1d10, on average, will deal 2 more damage on a normal hit and 4 more damage on a critical hit when compared to a Light weapon's 1d6. We follow the same procedure as with Heavy vs Versatile and see the damage based on target Armor Class.
\begin{array}{c|c}
\text{Target AC}&\text{Damage Difference} \\ \hline
10&1.7 \\
11&1.6 \\
12&1.5 \\
13&1.4 \\
14&1.3 \\
15&1.2 \\
16&1.1 \\
17&1.0 \\
18&0.9 \\
19&0.8 \\
20&0.7 \\
21&0.6 \\
22&0.5 \\
23&0.4 \\
24&0.3 \\
25+&0.2 \\
\end{array}
Formula: \$Regular Damage+Critical Damage=2*HitChance+4*0.05 \$
However, When using a Light weapon, the warlock can use Two-Weapon Fighting to get another attack. This other attack doesn't add the ability modifier, but still increases damage by an average of 3.5 on a hit and 7 on a crit. Here is the damage from second attack modified by hit and crit chance:
\begin{array}{c|c}
\text{Target AC}&\text{Second Attack} \\ \hline
10&2.98 \\
11&2.8 \\
12&2.63 \\
13&2.45 \\
14&2.28 \\
15&2.15 \\
16&1.93 \\
17&1.75 \\
18&1.58 \\
19&1.4 \\
20&1.23 \\
21&1.05 \\
22&0.88 \\
23&0.7 \\
24&0.53 \\
25+&0.35 \\
\end{array}
Formula: \$Damage=3.5*HitChance+7*0.05 \$
Since, at every relevant AC, the damage from the second attack is greater than the damage gained from the higher damage die, all other things equal Two-Weapon Fighting is better than the Versatile weapon.
Eldritch Blast?
Eldritch Blast is even worse than a Versatile weapon at level 4. Since the warlock does not add Charisma modifier to damage from eldritch blast, the spell loses 3 damage on a regular and critical hit when compared to the Versatile weapon. Here is the Damage Difference between 1 attack of a Versatile weapon and an eldritch blast beam:
\begin{array}{c|c}
\text{Target AC}&\text{Damage Difference} \\ \hline
10&2.4 \\
11&2.25 \\
12&2.1 \\
13&1.95 \\
14&1.8 \\
15&1.65 \\
16&1.5 \\
17&1.35 \\
18&1.2 \\
19&1.05 \\
20&0.9 \\
21&0.75 \\
22&0.6 \\
23&0.45 \\
24&0.3 \\
25+&0.15 \\
\end{array}
Formula: \$Regular Damage+Critical Damage=3*HitChance+0*0.05 \$
Since the Versatile weapon is already established as worse for DPR than Two-Weapon Fighting, eldritch blast also falls short (although it does beat out Heavy weapons at low Armor Classes).
Summary Table
I've been doing comparisons throughout this answer to show how flexible math can be for figuring out differences between a few different options saving some time on doing the entire damage calculation. But here is the entire damage calculation for the sake of completeness:
\begin{array}{c|c|c|c}
\text{Target AC}&\text{Heavy}&\text{Versatile}&\text{Two-Weapon}&\text{Eldritch Blast} \\ \hline
\text{10}&6.41&7.08&8.35&4.68 \\
\text{11}&5.67&6.65&7.85&4.4 \\
\text{12}&4.98&6.23&7.35&4.13 \\
\text{13}&4.34&5.8&6.85&3.85 \\
\text{14}&3.75&5.38&6.35&3.58 \\
\text{15}&3.20&4.95&5.85&3.3 \\
\text{16}&2.7&4.53&5.35&3.03 \\
\text{17}&2.25&4.1&4.85&2.75 \\
\text{18}&1.85&3.68&4.35&2.48 \\
\text{19}&1.49&3.25&3.85&2.2 \\
\text{20}&1.18&2.83&3.35&1.93 \\
\text{21}&0.92&2.4&2.85&1.65 \\
\text{22}&0.71&1.98&2.35&1.38 \\
\text{23}&0.54&1.55&1.85&1.1 \\
\text{24}&0.42&1.13&1.35&0.83 \\
\text{25+}&0.35&0.7&0.85&0.55 \\
\end{array}
Formula: \$Regular Damage+Critical Damage+Second Hit+Second Damage=\frac{Damage Die+1+2*Modifier}{2}*HitChance+2*\frac{DamageDie+1}{2}*0.05+\frac{Damage Die+1}{2}*HitChance+2*\frac{DamageDie+1}{2} \$
note: eldritch blast consists of only a second attack in this formula and the Heavy column has Disadvantage factored in (square HitChance)
Level 5
Level 5 changes things a lot. Eldritch blast gets a second beam, your proficiency bonus increases, and you get access to Thirsting Blade and Eldritch Smite as Eldritch Invocation options if you want to choose them. Since you said you choose Invocations for roleplay purposes, I'm going to assume you did not choose a combat Invocation for this table (if you want to know how to maximize the functionality of one of these invocations, I suggest you ask a new question). Below find the adjusted table for level 5:
\begin{array}{c|c|c|c}
\text{Target AC}&\text{Heavy}&\text{Versatile}&\text{Two-Weapon}&\text{Eldritch Blast} \\ \hline
\text{10}&7.19&7.5&8.85&9.9 \\
\text{11}&6.41&7.08&8.35&9.35 \\
\text{12}&5.67&6.65&7.85&8.8 \\
\text{13}&4.98&6.23&7.35&8.25 \\
\text{14}&4.34&5.8&6.85&7.7 \\
\text{15}&3.75&5.38&6.35&7.15 \\
\text{16}&3.20&4.95&5.85&6.6 \\
\text{17}&2.7&4.53&5.35&6.05 \\
\text{18}&2.25&4.1&4.855&5.5 \\
\text{19}&1.85&3.68&4.35&4.95 \\
\text{20}&1.49&3.25&3.85&4.4 \\
\text{21}&1.18&2.83&3.35&3.85 \\
\text{22}&0.92&2.4&2.85&3.3 \\
\text{23}&0.71&1.98&2.35&2.75 \\
\text{24}&0.54&1.55&1.85&2.2 \\
\text{25}&0.42&1.13&1.35&1.65 \\
\text{26+}&0.35&0.7&0.85&1.1 \\
\end{array}
Note: the formulae are the same as for the level 4 table, but the eldritch blast column is doubled since there are now two beams
As you can see, without a combat invocation, eldritch blast surpasses the weapon options at level 5 even without Agonizing Blast.
With only a pact weapon, you can only make two attacks
Thirsting Blade says:
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
And Arcane Armament says:
Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn, but one of the
attacks must be made with a magic weapon, the magic of which you use
to propel the attack.
Note that Thirsting Blade does not say that you get to attack "one extra time" with your pact weapon. It says you get to attack twice when you take the Attack action with that weapon. Thus, if you are using only that weapon to make your attacks, you will only be able to attack with it twice per Attack action. Arcane Armament just adds a different way to achieve two attacks - but neither ability will give you a third attack in this situation.
What if you make one attack with a weapon that is not your pact weapon?
Take this example: you made one attack with a non-pact weapon, dropped it then made the second attack of arcane armament with the pact weapon.1
In this case, it actually creates a slightly ambiguous situation if you read it strictly by RAW.
By RAW, Thirsting Blade allows you to attack twice with your pact weapon specifically, and Arcane Armament allows you to attack twice in general; both effects trigger off of the above situation. If an ability is triggered, you should be able to benefit from its effects unless they are prevented by something else. The only way for both of those abilities' effect descriptions to be accurate would technically be to allow another attack with the pact weapon. And there is seemingly no rule preventing this from happening.
However, this is almost certainly not the intent at all. The fact that Thirsting Blade explicitly was added as an exception to Extra Attack (which is almost identical to Arcane Armament) tells us that the kind of interaction is not intended. Note that the artificer is in UA, and not all UA is balanced or tweaked for multiclassing. This is likely just a case of a loophole they haven't gotten around to addressing or noticing yet, but I'd expect it to be fixed upon official release.
1 - Two-weapon fighting would not work here, however, since the bonus-action attack is taken after the Attack action and not as part of it.
Best Answer
It Seems Very Strong Compared to Magic Initiate
The closest PHB parallel to this feat would seem to be Magic Initiate, which allows knowing one 1st level spell to be cast once without a spell slot (unless you are certain classes and subclasses taking it for your own class). Invocations are somewhat comparable to knowing spells as many of them involve allowing the casting of spells. But they are generally stronger than one casting of a 1st level spell, in some cases allowing at-will casting of certain spells and in other cases allowing access to high level spells otherwise inaccessible. The designers clearly have tried to severely limit access to higher level spells. Admittedly Magic Initiate has a much wider menu of spell options to choose from whereas the Invocations have been curated to, theoretically, be balanced options for warlocks, but still many seem to generally be stronger options than a single casting of a single level one spell.
Continuing our parallel to Magic Initiate this gives one fewer cantrip, but given the +1 charisma it is effectively a "half feat", which means that getting half as many cantrips as an existing "full feat" has a logical symmetry.
Our question is hence, basically, is another invocation substantially better than half the value of an additional spell from any full caster class once a day. It seems like most would be for most people, so it is hard to see how it is balanced with Magic Initiate.
Also note that, for those Warlocks who qualify, the Book of Ancient Secrets invocation is effectively a more powerful version of the Ritual Caster feat. With this feat you can take it and then get more Charisma and a cantrip to boot.
5e Does Not Have Class Specific Feats so it is Hard to Compare
There are no class specific feats in 5e. One near exception is Martial Adept getting a better die for the Battlemaster along with much better synergy, to the point that it seems quite underpowered for people not in this one particular subclass in specifically builds off of. The other closest exception would probably be, once again, the Magic Initiate feat which only allows Bards, Sorcerers, and Warlocks choosing their own class to cast the spell with additional spell slots (and is kind enough to not explain that in terms clear to anyone not looking it up in sage advice!). This is important because giving out more warlock abilities to a warlock is different than giving them to members of other classes, which is what most feats that grant class features do. Book of Ancient Secrets is better than the Ritual Caster feat but that is exactly why someone who is already a Pact of the Tome Warlock probably wouldn't take that feat. They would have taken the invocation anyway if they are interested in ritual casting, so this feat just allows them to take one additional other feat.
Therefore, even though if it were a non-Warlock Specific feat I would say it is definitely overpowered, the 4 levels of Warlockery requirement is a major limitation that at least somewhat dampens the balance issues, and simply puts it in the realm where there is not a clear enough PHB parallel to really judge. My gut nevertheless says that, at the very least, it should not also boost Charisma. It could alternatively perhaps be balanced by allowing access to only a curated list of comparatively weak invocations.
Of course it is not as though the PHB feats are perfectly balanced against each other as is. So even if this is overpowered versus Magic Initiate, whether it is overpowered versus much vaunted feats such as Great Weapon Master or Lucky is a whole different, and even harder to answer, question.
Pitch to Your Brother
If you are willing to give up the Charisma Boost and limit it to certain evocations it seems on par with Magic Initiate. Alternatively I would argue that a Warlock getting one extra invocation and one extra cantrip will hardly break the game, and he could make it an option you have to quest after or be rewarded with. I also might argue that Warlocks could really use another strong feat option particularly one that allows for more uniqueness.