It's kinda cool that opposed alignments HAVE TO try and kill each other no matter what. I hated those mixed parties with Paladins and Thieves wandering around together.
And changing Paladin's "Detect Evil" to "Detect Good" was brilliant. It's now a permanently "switched on" ability and ANYTHING that doesn't show up as Good must immediately be attacked and killed, it's so much easier for DM to make adventures now.
Speaking of adventures, the optional rule for "xp penalties for anyone trying to solve a problem without fighting involved" is great. Why have a game with swords and hitpoints and fireballs if you're gonna try something dumb like talking your way out of situation.
And ATTACKS OF OPPURTUNITY are now great. So much easier to understand: Calclulate a 50' range for each +1 of BAB in any cross-class skills (but not including prestige and greater presitige and underprestige classes) divided by the total bonuses of ALL magical gear (max of +30 at level 1, and double for every level after that) and that equals your Base Attack of Oppurtunity Melee Modify, which is obviously how many d20 you roll to see if you get 3, 4, or 5 extended-attacks-oppurtunty. That's the basics obviously, but very simple and streamliined. Combat is more complicated, but very.. GRIM N GRITTY..