Thanks everyone,
I think I'll keep it simple and roll with "Core Only". It sounds like I shouldn't have any real problems that way. The campaign won't be going over 12th level so that should minimise caster supremacy. If anyone is really interested in using something non-core further down the track I'll address it on a case-by-case basis then.
There is nothing wrong with this at all.Thanks everyone,
I think I'll keep it simple and roll with "Core Only". It sounds like I shouldn't have any real problems that way. The campaign won't be going over 12th level so that should minimise caster supremacy. If anyone is really interested in using something non-core further down the track I'll address it on a case-by-case basis then.
This leads to the question of what to balance towards
Many people seem to consider that Barbarians, Bards, Rangers, Rogues, Favored Souls, Spirit Shamans, Warlocks, Warmages, Beguilers, and Binders are the general sorts of classes to balance around, since they do what they say on the tin without spilling over into other roles or tapping into ULTIMATE COSMIC POWER without the itty bitty living space.
Question: Would you say that a feat like Law Devotion, which lets the Paladin use Turning attempts to hit things better, is better balanced than Sacred Healing, considering that there are other classes with a generally similar mechanic (ie, the Barbarian) and hitting things is something the Paladin does anyways?
I'd echo the comment that being careful about allowing item creation is something to be wary of. One of the balancing aspects of 1e/2e was the relative infrequency of wizard-oriented magic items on the random treasure tables (excluding scrolls which were common but a lot harder to make). Martial-oriented items, particularly weapons and armor, were a lot more common than wands and bracers of armor. Easy item creation, despite being a popular addition to the game, utterly trashes any balance derived from the concept of equipment-oriented PCs like fighters having easier access to magic equipment. And last I really looked, the random tables in the 3.5 DMG don't really promote the idea of weapons and armor being more common - they're too oriented around market price.
I would generally feel that if you spend a feat to give you some additional use of a class ability like 'turning undead', that it is probably reasonably balanced if it doesn't do more than what we'd expect of 1st level spell.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.