They are already on:
http://forums.gleemax.com/showthread.php?t=1069225
I report them here for convenience
PC Building HR:
of all the characters are being too much "equal", except in combat, but there is not much unique identity perceived as it was in 3.5
SUBPROBLEM: all are more or less equally good in the various skills. Exemple: A 10th level-warrior without training will probably outsmart a 3th-level wizard in arcana.
HR 1) Only Primary-Class-related skills (plus multiclass skills) have the +1/2xLevel bonus in skill checks. All the other have +1/3xLevel..
HR 2) Add a Paragon Feat "skill-master" with prerequisite skill-focus, which adds +2 to a particular use of a focused skill (exemple: thievery for lock-picking, perception for following tracks, stealth for moving silently, arcana for magic item identification).
SUBPROBLEM: Being able to multiclass only once and in a "weak-way" does not allow people to build well all character concepts
HR 3) Add "second multiclassing feat" available at Paragon Tier. It works as the ones in the PH, but it limits the choice of swapped power up to max 10th-level power.
HR 4) Add the "Paragon heavy-multiclass feat" which allows to use one more class feature of the second-class if the character choose Paragon Multiclassing instead of the Path
SUBPROBLEM:
Apart from combat powers and few utilities, the characters don't have much more that characterizes them.
HR 5) Instead of getting the +1 to two characteristics at some levels, the PC can choose to get only +1 to one characteristic and one more feat.
SUBPROBLEM:
Magic as we knew it seems disappeared. All non-combat spells are rituals and anybody can cast them more-or-less "equally well", but there is now very little magic useful in an encounter since the casting time of all these rituals (also silence, alarm, or tenser's disk!) is very long.
HR 6) Increase the DC in the skill-checks of all rituals by 5.
HR 7) Add the "ritual-expert feat: choose two schools of rituals (illusions, scrying..).you get +2 in the skill-checks in those schools"
HR 8) Add the "quick-ritualist feat": you can divide the casting time of a memorized ritual by 10, if you are not aided. You increase the DC of the skill check by 10 (min 10.) exemple: 1 minute becomes 1 round. You must use residuum for the ritual"
HR 9) Add the paragon "spontaneous-ritualist feat": if you are a quick ritualist, you can divide the casting time of a memorized by 50 (5 minutes become 1 round). You must use residuum for the ritual"
HR 10) "choose three rituals you master. you get +3 on the skill checks when you perform these rituals"
HR 11) anybody can memorize three rituals that can use without the ritual-book by taking the "memorized rituals" feat. Add +2 at the DC of the ritual when they are casted without the book.
COMBAT HR:
SUBPROBLEM:
It's quite difficult to kill a PC, since once they are on the ground, they can come up again or can be stabilized with a simple standard. Either you use a lot of coups-de-grace or you need to knock down -all the party-. What's more, stabilizing with a standard action is quite unrealistic.
HR 1) One character is dead when it reaches its negative HEALING SURGE value (not bloodied)
HR 2) If you score 1 or less in the dying saving throw, you're dead (unless you take the paragon "die-hard feat")
HR 3) each "closer-to-death" roll brings 5 damages.
HR 4) Stabilizing is a skill-challenge with DC 5 + the number of negative damage (min 10). Each success cancels one "closer-to-death" result and gives +2 to the next death saving throw roll. Once all the closer-to-death have been removed, the character is stable and gets up with a natural roll of 20, each round.
http://forums.gleemax.com/editpost.php?do=editpost&p=16489969
http://forums.gleemax.com/showthread.php?t=1069225
I report them here for convenience

PC Building HR:
of all the characters are being too much "equal", except in combat, but there is not much unique identity perceived as it was in 3.5
SUBPROBLEM: all are more or less equally good in the various skills. Exemple: A 10th level-warrior without training will probably outsmart a 3th-level wizard in arcana.
HR 1) Only Primary-Class-related skills (plus multiclass skills) have the +1/2xLevel bonus in skill checks. All the other have +1/3xLevel..
HR 2) Add a Paragon Feat "skill-master" with prerequisite skill-focus, which adds +2 to a particular use of a focused skill (exemple: thievery for lock-picking, perception for following tracks, stealth for moving silently, arcana for magic item identification).
SUBPROBLEM: Being able to multiclass only once and in a "weak-way" does not allow people to build well all character concepts
HR 3) Add "second multiclassing feat" available at Paragon Tier. It works as the ones in the PH, but it limits the choice of swapped power up to max 10th-level power.
HR 4) Add the "Paragon heavy-multiclass feat" which allows to use one more class feature of the second-class if the character choose Paragon Multiclassing instead of the Path
SUBPROBLEM:
Apart from combat powers and few utilities, the characters don't have much more that characterizes them.
HR 5) Instead of getting the +1 to two characteristics at some levels, the PC can choose to get only +1 to one characteristic and one more feat.
SUBPROBLEM:
Magic as we knew it seems disappeared. All non-combat spells are rituals and anybody can cast them more-or-less "equally well", but there is now very little magic useful in an encounter since the casting time of all these rituals (also silence, alarm, or tenser's disk!) is very long.
HR 6) Increase the DC in the skill-checks of all rituals by 5.
HR 7) Add the "ritual-expert feat: choose two schools of rituals (illusions, scrying..).you get +2 in the skill-checks in those schools"
HR 8) Add the "quick-ritualist feat": you can divide the casting time of a memorized ritual by 10, if you are not aided. You increase the DC of the skill check by 10 (min 10.) exemple: 1 minute becomes 1 round. You must use residuum for the ritual"
HR 9) Add the paragon "spontaneous-ritualist feat": if you are a quick ritualist, you can divide the casting time of a memorized by 50 (5 minutes become 1 round). You must use residuum for the ritual"
HR 10) "choose three rituals you master. you get +3 on the skill checks when you perform these rituals"
HR 11) anybody can memorize three rituals that can use without the ritual-book by taking the "memorized rituals" feat. Add +2 at the DC of the ritual when they are casted without the book.
COMBAT HR:
SUBPROBLEM:
It's quite difficult to kill a PC, since once they are on the ground, they can come up again or can be stabilized with a simple standard. Either you use a lot of coups-de-grace or you need to knock down -all the party-. What's more, stabilizing with a standard action is quite unrealistic.
HR 1) One character is dead when it reaches its negative HEALING SURGE value (not bloodied)
HR 2) If you score 1 or less in the dying saving throw, you're dead (unless you take the paragon "die-hard feat")
HR 3) each "closer-to-death" roll brings 5 damages.
HR 4) Stabilizing is a skill-challenge with DC 5 + the number of negative damage (min 10). Each success cancels one "closer-to-death" result and gives +2 to the next death saving throw roll. Once all the closer-to-death have been removed, the character is stable and gets up with a natural roll of 20, each round.
