House rules
At character creation, pretty much no. Two potential players are getting minor rules waivers (one character -- that's you -- is switching the 1st and 2nd level Wanderer abilities; one female initiate, if I accept the character, will start with Fire affinity) for character creation.
Other than that, here's my thinking...
1. All the semi-official errata at the Tower Library is considered to be part of the official rules.
2. The gender restriction on affinities is modified; you can't have more cross-gender affinities than same-gender affinities except with special permission at 1st level; spirit doesn't count in this calculation.
3. I'll have to double-check on this, but assuming only algai (who aren't allowed in the game due to the no-Aiel rule) and Armsmen start with shield proficiency, I think I'll say that shields stack with Defense for everybody.
The rules I've written ( at
http://home.san.rr.com/drothgery/wot_rpg.htm ) are in play (unless superceded by official material); the weaves exist but the difficulty of getting them is approriate to their commonality. The Talents exist, but taking them won't do much good without someone to teach the weaves.
My healing weaves will be available to female channelers for the entire game (though no one can cast them at first level); male channelers may be able to learn them from Flinn late in the game; a major caveat on this is that most people who know them are Yellow Ajah.
My item creation weaves and Talents will be available to initiates of the Aes Sedai tradition after the events in
Fires of Heaven, but you'll have to learn the weaves from Elayne. As Elayne is often very busy, this may be difficult.
Anything else is pretty much a case-by-case thing, though the channeling system is standard except for any additional weaves, talents, and channeling feats I allow in. No variant rules for cutting weaves will be in play.