kitcik
Adventurer
but...changing rules to increase the enjoyment of the game is the DM's job!
I've been playing what Merric would 'allow', tumble 15 to stand up. this makes a 13th level monk very different at standing up than a 1st level dwarven cleric, so I like it. and everyone gets the 'chance' to avoid the aoo. These other fixes involve making special choices when gaining a level, etc., and I don't think that should be necessary (as others have said on this thread)
As a teen in the 80s who played both D&D and Squad Leader...it was often hard to switch mindsets. In the latter game, it is ALL rules, no bending, and indeed you felt the scenario wasn't quite as good if someone after the fact pointed out that you played some obscure rule incorrectly. Then, to AD&D where I had to sometimes drop that mindset, as the game was BETTER if tweaking a rule led to a better story.
I find I'm much more able to do this today as a DM, as I no longer play ASL...
I also played D&D and Squad Leader as a teen in the 80s.
A 13th level monk can easily have the 12 ranks in Tumble necessary for the "Back on Your Feet" skill trick, so can still be "very different" than a 1st level dwarven cleric under RAW, if they choose to practice that particular skill.
If it ain't broke, don't fix it.
That said, I agree whole-heartedly with your opening statement. So, if your group thinks it was broke and you fixed it - more power to you.