Sadly, my eyes aren't what they were 4 years ago, during the first and second IRs. I get eyestrain more rapidly (been then again, I'm 38.) Bear with me if I'm slower. I expect to be replying to this thread for days, if not weeks.
More comments on your comments:
The bard DOES get cure spells? Ok ... THAT makes a difference (But she's Dorothy! The Witch is Dorothy? Well ... that makes a difference ...)
Ok, where is the bard's backstabbing ability?
I see they categorize abilities as, what ... Natural, Extraordinary, Supernatural, Spell-Like, and Spells. One of those rules you have to know by rote, because so many things are affected by it.
Magic Resistance (now Spell Resistance) seems to be weakened by this new rule. Anti-Magic is definitely weakened (yes, the troll DOES continue to regenerate in your Anti-Magic Shell ... I read about the troll.

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Ok, the Enhancement bonus is in ADDITION to the 'Magical Bonus' of 2E. + 3 Shield with + 4 Enhancement. The 3 is the 2E Magical Bonus converted. The 4 is the Enhancement bonus.
I've heard you can have + 10 Shields this way. LOL. Where do (did) I get one of those for my 2E character? ...
So, the Deflection bonus diverts attacks? That is important for many reasons. Someone fires a gun at your character, for instance (or, a plasma bolt from a particle cannon

) the Deflection bonus would work against it. It would work against thrown rocks by giants, ballistae bolts, and the blast wave of an explosion (such as, a whole keg of smokepowder going off 20 feet away.)
Right?
Competency Bonus: Well, the bard does have to be high level to grant this type of bonus.
Skill checks (thanks for the input on the bard (ala, masterwork lute, 17 charisma, skill focus (whatever that is) and the others. Thanks much. I'm puzzling it out.)
Circumstance bonus: I didn't know Masterwork items added Circumstance Bonuses. That is a new one. Can weapons and armor that are Masterwork Items add Circumstance Bonuses?
If Evan the Bard rolled a 10, his modified score would be a 28, then. That's because he has a + 18 to Perform. Thus ... well, it says others have to use the bard's Perform check as their saving throws (for certain Bardic Musical Abilities.)
Does that mean they use a 10? Or do all the bard's modifiers come crashing in, meaning they need a - 8 to succeed in their rolls (miss save only on a natural 1) ?
Right. Base values (Base Attack Bonus, Base Save Bonus, Base Skill) aren't altered. They are affected by modifiers, but they themselves stay the same. Got it.
Bardic Inspire Greatness: It sounds like the character gains a simple 2d10 hit points (plus Con bonus for 2 levels.) I'll leave it at that (plus the other abilities as stated for Inspire Greatness.)
I see. No, they wouldn't. Because two bards using Inspire Greatness would cause two sets of the same kind of bonus, and the same kind of bonuses never stack. I guess a simple rule of thumb would be: No matter what the circumstance or possible interpretation, two bonuses of the same kind never stack. Can't go wrong with that!
I previously said that I thought a + 4 / - 4 bonus or penalty was huge in 3.5. Thus, that - 6 / - 10 penalty for two weapon fighting is nothing short of colossal. Drizzt Do'Urden took a lot of Feats, to overcome that one!
I notice the Ranger gets all those two weapon feats easily. I'm not to the ranger quite yet, but he sounds pretty scary!
And you say he does as well, Particle Man. Yeah, quite scary (Artemis Entreri, eat your heart out.

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I'm just saying that if the Bard draws magic from the body, mind, and soul, and not from an extraplanar source, underlying chaos, or other concept, it has roleplaying consequences. Obviously, not much in the way of mechanic consequences, but bigtime roleplaying consequences and story consequences.
Incidentally, I see no reason why ALL the modern instruments (such as violin, cello, oboe, bassoon, french horn, trombone, etc.) couldn't be in the campaign world. Elves, dwarves, and others have had millennia to create such items.
It would affect the 'medieval flavor' of the campaign, but it would give the bard a lot more versatility (ok, if the bard shows up with an electric guitar, THEN perhaps something is out of place in a medieval setting ...

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Perhaps the Bard can cast spells in Light Armor (whereas the Wizard suffers the Arcane Spell Failure chance) BECAUSE he casts spells from the body, mind, and soul, and not from an extraplanar source?
If I was a Ranger, I'd rather wear no armor than Light Armor, if I had an extremely high dexterity. Armor is just ... well ... inhibiting when you want to walk through thick underbrush, brambles, swampland, dense lower tree branches, and all the other places rangers go. Just a thought ...
I see they strengthened Two-Weapon Fighting in 3.5, based on your post (+ 2 / + 6 in 3.5 to + 2 / + 2 in 3.0.)
Ok, I see that the Feats can give you a second attack with your off-hand at - 5, and a third attack at - 10. Do dexterity modifiers affect THOSE penalties?
Drow are no longer naturally ambidextrous? IT'S AN OUTRAGE!
OK, I have contradictory opinions on Inspire Greatness. One person says it only adds 2d10 hit points plus Con bonus. Another says it adds 2 fighter levels (that's not a small thing.) It can't be both.
A wizard can change his spell selection AFTER selecting his spells? At 15 minutes per spell. A further strengthening of the class, that one. (I need magic missile to take out those orcs hiding in the trees at the top of the hill? Why sure, I have ... well, I didn't memorize magic missile. But give me 15 minutes, and I'll have it ready!)
Agreed. No DM I ever knew made mages spend that 15 minutes per spell level to memorize spells at the beginning of the day (and almost no DM ever used weapon speed factors, although some did quibble over infravision.)
Had they done so, the adventure would have gone nowhere. (We rest in dungeon room 2 for the next week, while the wizard and cleric regains their spells, before we take on the dragon in room 3.

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I realize 3.5 spells are nerfed in the core book (I couldn't miss it: the complaints were deafening when 3.5 first came out. I agree concerning the Druid's Wildshape ...)
All you really need to do to bring back the Anything Is Possible (or, the Super Spell Mage) situation is go get the 2E supplements and translate the spells directly. Translate spells like Gemidan's Paralytic Missile, Mantle, and Transforming Tune, and your mage will be powerful enough pretty quick!
Fireball allows a save, and monsters get Con bonuses, yes. But if their Good Base Saving Throw Bonus isn't in Fortitude, they are out of luck. Crispy critters. They might have been better off with the 2E saving throws!
I see they nerfed Hold Person massively. That's a matter of a DM's call. He could use the 3.0 version, or bring forward the 2nd Edition version. I guess it's a matter of what kind of game the DM and players want.
Ditto the Haste spell and other spells. Pick and choose. 2nd Edition brought forward, 3.0, 3.5. Up to the DM and players.
Ok, two new phrases to memorize: Spell Preparation and Spontaneous Casting.
