Other than weapons and Spell Lists..
My players would say, Stun Removal/Maneuvering (whatever you use), Situational Awareness: Combat and Spell Mastery, in that order.
Stun = dead.
Horses don't last long, so they use Teleports as often as possible. Arriving into a combat situation after a T-port requires a SitAwar:Combat roll. The total number is %Act remaining for them in that round (SoHK pg110). Leaving, Longdoor, Teleport, all have progressively difficult rolls (-10 to -70 for our
Heroic games).
Now that they are getting sufficient lvl, Spell Mastery is becoming their favorite. Spell Fumble chart is becoming mine.
My players have almost refused to Rank up their Lore skills. "We need such and such to fight this creature", or "this Theocracy is known for hating Essence users.." I got tired of saying, "roll for that" and watching them fail again and again. I finally caved and gave them a few Ranks is basic Lores. I made it common knowledge that low lvl undead must dismembered and burned and if they openly cast a spell in
that town, they'll wind up in jail. My rules layer dropped and I don't want to take his place.