Vancian magic fix: Use Psionics mechanic instead. You'll have to get creative with the augments, but hey. Or, make everyone a spontaneous caster.
Another Vancian Fix was give mages cleric like hit points and have mages spells cost hit points to cast (unless you made a skill check) mix that with another Vancian Fix that I considered way back was using components but then you control spell access with an economy of rarity and cost for the components, how difficult and how much time to gather, and maintaining there freshness etc. It has a classic alchemical feel to it... but it becomes regulated by economic factors ... that is a pretty complex and subtle tool.
That said ... something no more extreme than attacking with a projectile like darts could have components purchasable from and apothecary for a price similar to the darts. These might have been components required to paint runes on your staff which gradually faded... as used.
A light spell could had components like 2 x the price of a chunk of torches... stuff like that.
I rather found myself putting a lot of effort in to trying to fix the game... realized it was too far from what I wanted in the first place. Never did play 2e... or 3e.
4e did this with rituals... but economy is so ahem badly defined revolving heavily around the purchaseable aspect of magic items... I am not sure it works as nicely as I envisioned.
@ Garthanos: did you ever show that guy how other priesthoods might have different weapon allowances, as shown in both the PHB and in the Cleric's Handbook? Oh, and Forgotten Realms, too. And Legends and Lore.
Imagination Donation might have helped even more ... I think he did get L&L later we had the first three dont recall seeing the idea of alternative weapon options in the players handbook (The DM in question might have required it to be incredibly explicit) but that was in 1979 ... and I moved on to playing different games shortly there after. AD&D2 came out with specialty priests... but really the 4e Warlord with religion and ritual training actually feels better than anything I seen previously
Gobs of HP fix: Players start with their CON score in HP. Each increase in levels rewards PCs with their CON score ONLY (Min 1 HP gain).
A proper fix for me ended up not occurring until recently.
I came to realize the abstraction was a tool I could use to help characterize the heroes.
Visualize hit points based on their nature and there capabilities. Lucky Heros, Skilled Heros, Tough Guy Heros and Magical Ones using there gifts to minimize the impact of attacks.. but it looks different for each. A bloodied tough guy might have bunches of little wounds that only worry him... until he gets his heart in to it... or a skilled hero looks winded and maybe has his first minor flesh wound as a sign he is starting to slip and the mage might be sweating profusely and distracted (his faery servants all complaining and jibber jabbering -> the theme for his magic is that he manifests feylings) My halfling Rogue/Warlord is freaking out questioning if any of this is necessary with his eyes darting about making sure he knows where the exit is. .. his defenses are frequently him lucking out.
Some of this makes it in to actual play by using the UA trick of players making all the rolls and letting them describe how they defend themselves (or even if a fluke results in crappy performance by the bad guy... my daughter likes it when the bad guy stumbles in some funny way for instance maybe barely missing) and so how the hit point loss manifests is individual. Not all players like doing the describing themselves (my daughter) but for those who do its one more can of awesome.
And even though I am using it in 4e... its a pretty transportable concept.