At this time I'm planning to go through Amazon's POD service.
Trailblazer is a "system optimizer" for your d20-compatible 3rd edition game. Our design approach has been straightforward and focused: Identify the major problems of 3rd edition, then rebuild or refit the system using the latest in game design philosophy.
Trailblazer is both forward-looking and backwards compatible; innovative, but respectful of gaming traditions.
Inside this work, you will find:
Full details over at RPGNow. Price currently $4.95 for over 150 of gaming goodness!
Looks very good. I just finished through my first readthrough. The modularity was a very smart decision.
For core 3.x, it's all usable.
I think I'll be able to use about 80% of Trailblazer for any Pathfinder games I run.
For my favorite gaming variant, IH, about 30-40%.
What jumps out for you on Trailblazer?
One thing that I will note... elite and solo monsters stay the same CR, but will provide a larger difficulty to the party. So they give the same reward for a more challenging encounter. I'm guessing this is plot protection more than anything else? I might houserule this, if I can't figure out(and subsequently agree with) the design philosophy behind it.
Two comments:
ELITES
As you can probably guess from Chapter 1, adding 1 AP and doubling the hit points of the critter isn't going to change its CR noticeably. Doubling the hit points is akin to going from a d6 to a d12. The AP is negligible. When I DM, it's basically there to prevent rocket tag.
SOLOS
This one is actually a little more complicated, because the gains are so much greater. A Solo gets 1 AP per PC and you multiply its hit points by the number of PCs.
What's not explicitly called out in my explanation (which you're making me regret...) is that a single creature-- remember, a Solo MUST be alone-- is already at a huge disadvantage against a larger number of PCs.
This is extremely difficult to explain in short form, which is why I did not really get into it, but a Solo creature runs smack up against Lanchester's Square Law, and therefore it is not as powerful as its CR indicates when it is alone.
You have probably experienced this already in 3e. BBEGs tend to die a horrible death as they are overwhelmed by a party of PCs taking 4 actions to its 1 action.
The benefits the Solo get don't increase its value over its CR, such that the award of extra XP is warranted. Instead, the benefits the Solo get bring it up to its CR, so that it is worth the XP you were already intending to award.
Clear?
EDIT: I think perhaps Chapter 1 got me a little squeamish about providing really long, pedantic explanatory notes on stuff, but if folks want more of it, I can certainly roll it in.
I'm giving myself a bit of time before the print version for just that reason.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.