I think that myself, and a lot of Pathfinder DMs, discovered too late the trap of 3.5e glut. "Sure, use whatever Wizards put out... OH GOD NO WTF!"
As a result, there's a lot more movement back to "only stuff I explicitly allow, and that's not everything." I tailor it to the campaign. In my pirate campaign, I allow specific classes from specific sources, for example; firearms, dueling rules, stuff like that. Other stuff is approval only, and pretty much don't expect me to approve it if it's a clear min-max move - whether it's 3.5e, or Paizo published, or third party.
Because here's the problem of the "huge rules." It's not the couple specifically overpowered things. It's that you can replace every racial ability, class feature, etc. with that "perfectly crafted to make me better at X" power. So then you have a) first level characters that can slaughter ogres with impunity, meaning a lot of stories go bye bye immediately, and b) very high damage to <everything else> ratio that forces you to pit them against high CR stuff and you get a lot of randomness - whoever wins initiative kills someone on the other side! Balancing your game goes from "balance beam" to "tightrope" to "wire atop a skyscraper."
(Of course I use 3.5e monsters, settings, and adventures, but I assume that's not at all what you're asking.)