Now that this thread is wound down, thought it would be interesting to look at a summary. This isn't very scientific (at all), and I'm sure I missed some specifics in my haste, but when you group house rules that people posted about there are some interesting trends:
Exhaustion (15 mentions total)
13 No exhaustion points
2 Simplified exhaustion rules
Granting Experience (17 mentions)
10 No XPs, level when DM says
3 XPs skewed towards roleplaying
1 Consume Gems for XP
1 Give DPs instead of XPs
1 Give skill ranks (for in-game actions)
1 Advancement/DPs given every 1/3 level
Development Points
9 Fixed number of DPs per level
Directed Spells (5)
2 One Directed Spell Skill
1 One Directed Spell Skill per list
2 Similar skill bonus for Directed Spell
Shields and Parry (18)
3 Full Parry all Frontal
6 Full shield all Frontal
1 Custom split parry rule
1 Shield skill raised DB
1 Custom shield spit rule
1 Shields have higher DB but lower OB
1 Bonus against ranged
1 Shield bash rule
1 as part of 2 weapon combo rule
2 Custom shield bonuses
Initiative (12)
3 Tweaked for spellcasting or mental actions
2 Snap, normal, deliberate
1 Haste adds to initiative
1 Different dice roll
3 Fully replaced/custom system
Instant Spells (5)
3 Do not have to declare
2 Do not count against round limit
Rolling (5)
1 reroll 1s for BD
3 66 + 6 rule
1 One number below 20 nat 100 each session
Luck and Fate (6)
2 Luck stat
4 Fate Points
Spell Casting (10)
2 Custom spell overcasting (+1 like)
1 Custom spell mastery rules
1 Stat reduces ESF
1 Total custom
1 magical poisoning
1 Spell level = list level known to
1 Linear power points
1 Primal Essence Radiation
1 Custom deflect/bladeturn
Combat (9)
2 Custom two weapon combo
1 Custom Multiple Attacks
1 Reverse strike rules from RMU
1 Multiple attack rules from RMU
1 Combat schools/styles rules
1 AT 2 is the base human AT
1 Crit mod for stunned foes
1 Specialized Weapon Styles
Stats
1 90 no required for Prime
1 Extended stat gains (RMC4)
Archery
1 Fumble ammo rule
2 Arched shots
Class Favoritism
2 Special rules for Rangers
Misc
3 Custom action phases
2 Weapons developed as a group
1 Hobby ranks anywhere
1 Everyman and Occupational level bonus
1 Increased adolescent skill ranks
2 Easy first aid to stop bleeding
1 Default resistance level
1 Resistance level progression
1 Custom adrenal defense/maneuvers