though i like some of the ideas for rules adjustments here, one thing to consider is that changing the rules may or may not "make your game better"
They are more likely to make your game "different" or easier or harder. But that's not necessarily better.
While it is true that some rules do shape how people play the game, causing bad effects, there are also plenty of people playing the RAW with no problem.
Therefore, if you have a problem, look to the people first, then the rules. Otherwise, odds are good, you'll have problems under the new rules as well.
Some of the things I do to make GMing easier:
NPCs have max ranks in whatever I need them to have, to a lmit based on their skills, just as PCs do. Skills seldom come up, so it usually doesn't matter.
If I need a CR5 monster, I look one up that is CR5, I don't take a CR1 and add class levels. Leveled monsters are pretty rare in my games, because they're not worth the work.
I use a random NPC generator and a random gear generator to equip the NPC. I never build them myself. Once again, saves me time because it isn't worth being picky.
For AoO, I allow that if a character has enough movement, they take the safest route to their intended destination. I don't nitpick the exact squares the player picked, just so I can nail them on an AoO. This cuts down on the hemming and hawing.
All the players I play with can handle the complexity on the PC side of things, so I don't tend to worry about it. Instead, I focus on doing what I can to run a good game and make my workload as light as possible.
They are more likely to make your game "different" or easier or harder. But that's not necessarily better.
While it is true that some rules do shape how people play the game, causing bad effects, there are also plenty of people playing the RAW with no problem.
Therefore, if you have a problem, look to the people first, then the rules. Otherwise, odds are good, you'll have problems under the new rules as well.
Some of the things I do to make GMing easier:
NPCs have max ranks in whatever I need them to have, to a lmit based on their skills, just as PCs do. Skills seldom come up, so it usually doesn't matter.
If I need a CR5 monster, I look one up that is CR5, I don't take a CR1 and add class levels. Leveled monsters are pretty rare in my games, because they're not worth the work.
I use a random NPC generator and a random gear generator to equip the NPC. I never build them myself. Once again, saves me time because it isn't worth being picky.
For AoO, I allow that if a character has enough movement, they take the safest route to their intended destination. I don't nitpick the exact squares the player picked, just so I can nail them on an AoO. This cuts down on the hemming and hawing.
All the players I play with can handle the complexity on the PC side of things, so I don't tend to worry about it. Instead, I focus on doing what I can to run a good game and make my workload as light as possible.