I would go with the Maneuvers for Everyone! idea.
Maybe with a few ''flavor'' restriction so that the fighter gain access to all of them, but barbarian and rogue gain the ones that makes sense (feinting, riposte, precision, etc for the rogue, cleaving, frightening, pushing, etc for the barbarian).
Half-casters can have a slower progression but with a few special maneuvers:
Paladin - Smite uses Sup. Die instead of spell slot, dealing the Sup. Die radiant damage, and double that against undeads (and fiend?), with a crit range of 19-20 on that attack.
Ranger - Foe-Bane maneuver, deal 2x Sup. Die against Favored Enemies, with a crit range of 19-20 and the creature cant hide from you until the end of your next turn.
Martial bards can have an even slower progression, but the damage die can be thunder damage.