I have to do this for my games; I just can't expect my players to know 3.5 _and_ house rules. So the only ones I've got are:
Skills
There are a total of 6 skills in the game that are different than in the core rulebooks. The skills system has been streamlined considerably. The new skills are Command (replaces Intimidate), Convince (replaces Bluff, Diplomacy), Devices (Replaces Disable Device and Open Lock), Intuition, Perception (replaces Spot and Listen), and Sneak (replaces Move Silently and Hide).
Magic
As in Arcana Unearthed, three spell slots of an equal level can be woven together to make a spell slot of one level higher. Also, a spell slot can be split into two spell slots of one level lower. Weaving spells together does not change the maximum allowed spell levels. Casters who use prepared spells must do this when their spells are prepared, obviously.
Besides that, it's just the details of character creation, and my little chart of what you can buy with experience when you hit the 6th-level cap. Fits on a page and a half, no fiddling.
Other rules I'd recommend would be the Defense Bonus chart from UA, that doesn't stack with armor.