A little off the beaten path, but cute:
Iron Heroes raised the DCs for the diplomacy skill. A (probably unintended) consequence of this is that if two average (chr 10, no ranks in diplomacy) people who start at indifferent should talk to each other, they will, most of the time, become more hostile towards each other.
For general D&D, many editions:
Clerics can wear armor, have d8 hit dice, some weapons, and can choose from all available cleric spells (limited by spell level and a very few alignment oppositions).
Wizards/Magic-Users can't wear armor (or can't without a few feats or a special multi-class), have d4 hit dice, less weapons proficiencies than the cleric, and can choose from a limited subset of the available wizard spells by level, that subset being "what the wizard has in his spellbook so far".
And one of my favorites from B/X D&D. Halfling is one of the available languages that characters with high intelligence can learn. Apparently, however, halfling characters don't automatically know the halfling language.
For inconsistency, I believe saving throws for some characters changed between B and X, and thief ability scores changed (for the worse at low levels) between Moldvay and Mentzer (the latter spreading it out over 36 levels). I suppose that might count as "errata" and "edition change" respectively, though.
In 1st ed AD&D, high level druids, assassins and monks not only had to fight to get their top levels (failure leaving them at the lower level, having to earn XP again) but if the DM felt particularly mean, they might after attaining those high levels have to face challenges from up and comers, again losing a whole level if they lose the fight! Druids had a ticket out if they survive and prosper long enough to take Heirophant Druid levels in Unearthed Arcana, and monks possibly having a way to reduce problems if they found their own monastery. Assassins just have to watch their backs, I guess.
In fact, that was a weirdness in AD&D - some classes had level limits, even for humans. Others did not.