Celebrim
Legend
Actually, one suggestion you make on another thread - ditch Concentration so spellcasters cannot blithely cast in melee - seems like it would add to the low power, low magic structure.
I've nerfed spell-casters pretty hard with some minor tweaks like that, and surprisingly few minor nerfs like that bring spell-casters in line with non-spellcasters at least up to about 13th level where the problem starts to become linearity of feats and skills relative to spells. That can't be fixed by changes in spell-casters alone; you also have to lift the non-spellcasters up a bit.
a) No defensive spell-casting.
b) Spell level doesn't add to save DC. No more easily dominating the action economy by inflating DC's faster than save bonuses.
c) A 5' step does draw an AoO unless the square you step into threatens the target (largely mitigated with a staff, but still that's why wizards use staffs right?)
d) Nerf a small number of problematic spells by replacing their absolute un-quantified effect with relative ones. In general, the simple version of how to do this is 'take the weakest version of the spell from 3.0 or 3.5 and use that one'. A lot of spells got broken by the 3.5 rules. Generally otherwise limit spells to core. Most of the brokenness outside of 9th level is not in the 3.0 SRD (aside from say Haste and Harm). It's in the 3.5 SRD revisions and splat books.
e) No automatic selection of two spells per level by a wizards; spells have to be learned IC.
f) Slightly fewer spells for a cleric, and limited spell lists of spells known for cleric.
g) Ban the druid; replace with Green Ronin shaman.
That's about it.
As for my 500 page version of the house rules, it's basically the amended SRD. There is enough small changes from the SRD that its just worth it to have my own copy.