In my current campaign: additional feat at level 1, only var humans so they even start with two.
Some equipment tweaks, depending on setting, mostly about naming things correctly. In current campaign:
TWF only rapier dagger style as historic (or two daggers or a shortsword and a dagger). No feat needed and +1 AC with a parrying dagger.
No bows, the campaign was modeled to support firearms so I cannot have bows be better due to faster loading. It turned out one of the players did not want firearms so crossbows are the supplement.
Quarterstaff 1d6 two handed no one handed use.
Leather armor and studded leather armor get padded linen armor/ padded armor / brigandine instead (AC 11,12,13) with brigandinde +3 allowable Dex boon
Intimidate can be keyed of Str for fighters.
A natural 1 might always have an effect, something like hitting yourself/a party member dropping the weapon, stumbling prone etc. Also for mobs. A botched save with nat. 1 might lead to spel crit. No fixed rule for that, that is my fun field as a DM.
Inspirations may also influence d20s rolled by the DM.
Rolls in the open, no matter the consequences.
It is my challenge as a DM to provide mobs whch brings the party to their last edge without TPK,
One left standing is fair game.
Many race/class/combo/alignment restrictions I like my campaigns to have a certain feel.
Wizards can buy any scroll of any level if they got the cash.
Players can buy things like ships, war machines and astronomic instruments if they feel like it.
No more come to mind atm, might be I oversaw one, yes I got another one full hp at first level afterwards it is rolling, a die roll of 1 can be repeated once and stands afterwards no matter the outcome.