Well, you can see it in the past in The Dragon!One thing I would like to see in the future is a regular article in Dungeon that explores possible houserules in depth, but that's highly wishful thinking.
Here's a few of my favorite examples:
- "0-level" characters, eh? Well, I see your point in that 1st level in 4e might feel more like 6th or something in previous games; the hit point scheme is flattened out, for one thing. Where, though, do you really get a baseline against which to compare? A "human rabble level 2 minion"?
- The rest are just "house rule 'em if you wanna", aren't they? Well, except for the hairy balance issues with:
Rules that allow all characters to attempt combat tricks like disarm, trip, sunder, and advanced grappling. Page 42 doesn't seem to apply to these sort of manuevers.
See, already in 3e (or maybe by the end of 2e) the wargame is the dog and everything else is the tail. In 4e, you add the Powers system to the complex built on top of and around and under and into and through all that sliding and flanking and opportunity exception-citing and so on.
There isn't an index (or even compact list) of powers in the PHB, in case you want to find out where to look up Windmill of Doom or Hurdy Gurdy of Blood. Do they even exist, outside of dusty shelves in video rental stores? How would you even know which powers are or are not "devalued" by letting someone do something without citing a power?
In fairness, though, there are between the PHB and DMG quite a few combat rules without even turning to powers!
I would say just play it by ear until the "game of exceptions" and "game of builds" combine to present a clear violation of a present player's niche protection.