I use a few I've seen listed above: max PC HP at every level, healing potions always do their max amount, you can't roll below your Passive score on a Perception check, warlocks get their patron spells for free, a couple others.
Others I use:
1) warlocks have proficiency in martial weapons
2) magic circle has the Ritual tag (why in the world didn't it already?)
3) monk way of the shadow is a goblin tradition
4) typically I ban all full casters except warlocks
5) as such, warlocks become prepared casters and are not limited to a list of spells known unless the player wants the character to run that way
6) sometimes I ban all damage dealing cantrips too (they really rub me the wrong way)
7) sometimes I ban all caters and use the spellcasting feat progression that was in one of the playtest packets
8) when I do allow full casters other than warlocks, I generally limit wizards to what I call True Specialization, so wizards from different traditions actually cast different spells from one another
Unlike many, I really like the standard healing and rest rules. I like to run Sword & Sorcery style games, and I don't remember Fahfrd, the Mouser, Conan, or any of the others convalescing for weeks after a battle.
There are more; these are just off the top of my head.