I am fully aware of the definition of what "1 round" means. It is sort of like- full round action plus. If the goal is to remove full round actions. You could use the '1 round' tag used for skills and spells to mean, "Cannot take a move action when performing this action." That is it.
You could... but wouldn't it be simpler to say "1 round = 1 full-round action"?
Snippy,

.
No, sorry. I've seen a lot of folks who come across as "I think this is the best way, and if you don't do it this way, you're wrong." I try to do my best to avoid that - I just point out things that I think are flaws, and if someone chooses to do it another way, that's their prerogative.
Other than the few you list below what are the ones that you like and dislike? Are they wrong and you have a better idea of how to implement them or you simply don't like the concept?
Mostly I'm opposed to tossing out perfectly good rules without a really good reason. Let's see...
Charge- run + attack: That's pretty much what it is anyway. You can move up to 2x speed and make 1 attack.
Coup de Grace- standard action: Already mentioned this.
Escape from a net- standard action (entangled condition restricts move anyway):
Extinguish a flame- standard action: Could go either way (standard or full).
Full attack- standard action:
Light a torch- standard action: Not unless you've got a Bic lighter. If you're using flint/tinder, it could easily take a full round to light one. If you're lighting it off another flame, then yeah - standard or even free action.
Load a crossbow- standard action (light and hand move action): You ever tried loading a heavy crossbow? You have to put it down, stick your foot in the stirrup, crank it, lay the bolt in, then raise it again. That's a full-round action.
Lock or unlock a weapon gauntlet- standard action: *shrug*
Move 5' through difficult terrain- ignore this rule: I'll cover this below.
Prepare to throw a splash weapon- standard action: This one I'll agree with - it shouldn't take that long to pull out a splash weapon.
Run- move action but x2 speed (run + run = x4 speed): The problem I have with this is the nomenclature. x2 speed is a hustle; x3/x4 is a run. You can already make a double move (x2 speed) as a full-round action; if you change that to mean "run" (but only in combat) you'll confuse people:
Player: I want to run.
DM: How far?
Player: Just 60 feet (he has a 30 speed)
DM: That's a double move.
Player: No, it's a run now.
DM: *boggles* Then what's a run?
That's why I changed run x4 to "dash" and run x5 to "sprint" - to eliminate confusion.
Use a skill that takes 1 round- most require you to stay and not move to complete the skill anyway: Well, yeah.. that's why they're full-round actions.
Use a touch spell on up to 6 friends- limit this by speed rather than an arbitrary number: Assuming they're all within a, say, 10-foot radius, how do you determine this? 6 is based on the number of seconds in a round - 1 person per second.
Withdraw- 5' step + run: I think I mentioned this before... if you can make a double move as a standard action, why keep the 5-foot step?
Okay, I don't think you get how running is working here. Rather than making a full action to run at x4 pace it is instead a move action to run at x2 pace.
Right, I get that. See my explanation above.
I would also include that you get +2 to attack and +2 to bulls rush attempts (as charge). Under run it says you lose your dex bonus and under charge it says you get -2 AC. For simplicity, I would say -2 AC and that way guys with 11 or less dex actually lose something when they run and guys with 16+ dex don't get raked over the coals when they run.
Now that, I like. I changed flat-footed to be a flat -4 penalty. 90+% of monsters have a worse flat-footed AC now than before, AND high-Dex PCs aren't penalized as badly.
So to expand on this if you are in heavy armor you only move x1.5 for each move action and if you have the run feat you move x2.5 for ever move action. Additionally, if you down grade your standard action to a move action you will be able to take two run actions. Example: 30 speed, character wants to run for both of his actions, he will move 60 and 60 again (120). Which is the same as having took the full round action.
5' step is a move action because now that a full attack is a standard action it is available to be done that way.
Right... but like I said - if you can move and full attack, why keep the 5-foot step? It's superfluous.
5' steps have a lot of exceptions and rulesy text to get them to work right. By moving them to a move action you remove that complexity and open up several options that did not exist before.
The exceptions are because 5-foot steps don't provoke AoOs - they want to prevent players from moving right up to 10 feet away, then taking a step into a threatened area and not provoking the AoO.
The part about not being to do it in darkness or difficult terrain is the same thing - since movement is already hampered in both situations, it makes sense that a 5-foot step would be outright prohibited (though I .
The point was that you felt monsters should not get iterative attacks.
Right.
Agreed, and I think that high BAB monsters would too. I am looking for a way that monsters and PCs can both grab the feat and be able to gain the same benefit.
Two things: Why should monsters get more benefits? Like I said, they already do an equivalent amount of damage, with their natural attacks they way they are.
Second, if you want to give fighter-types the ability to make a full move and a full attack, why not just make a high-level feat that requires, say, +12 or +15 BAB? That would pretty well exclude everyone else.
-4 to all attacks and make two attacks with all of your attacks is what I have right now. Anything better using those design parameters?
This is for monsters? Don't forget that secondary attacks are at -5; if you keep that, they'd be -4/-9, and get two attacks with each natural weapon. Not a very good tradeoff, IMO.
I agree, a dragon doubling its attacks would be devastating. Perhaps some monster attacks that were designated as secondary attacks can gain a new tag called tertiary. A tertiary attack for the dragon would be tail and wings. claw claw would be secondary and bite would be primary. Then the feats would double primary + secondary but not tertiary. Just an idea. It seems like an idea that works yet to go in and change every SRD monster to that nomenclature would be a lot of work. Perhaps another idea? Go back to only primary attacks gaining the bonus attacks? Problem there is that then two handed fighting outclasses two weapon fighting.
It does in feat cost, yeah - that's why someone finally convinced me to change TWF so that the second, third, and fourth offhand attacks are automatically gained with higher BAB - second at +6, third at +11, and fourth at +16. The penalties still apply, of course, but you don't have to sink four feats into it to gain the same damage output as a two-hander.