Here is a start of variants and third party products. I'll add more later.
Fewer Absolutes (web article by Sean K Reynolds)
Unearthed Arcana
- Environmental Racial variants
- Class variants: several of them
- Specialist Wizard variant class abilities
- Weapon Groups
- Action Points
- Death and Dying
- Spontaneous Divine Casting
Complete Champion
- Spellless Paladin variant
- Spellless Ranger variant
Psychic's Handbook (Green Ronin)
Shaman's Handbook (Green Ronin)
Witch's Handbook (Green Ronin)
Knight (Hong's website)
Book of Iron Might (Malhavoc)
- Combat Maneuvers
Elements of Magic: Revised or Elements of Magic: Mythic Earth (EN Publishing)
Artificer's Handbook (Mystic Eye Games): Magic Item Creation
Hot Pursuit and Hot Pursut: On Foot (Adamant): chase rules
Star Wars
- Second Wind
Other
Races
- -Non-biological aspects removed from race
-- Rolemaster/HARP style adolescence/cultural packages that can be added to race providing ranks in common skills for that culture
Occupations:
add Occupations similar to d20 Modern, but have them grant a few bonus ranks.
Classes
- -Reduce the power of spellcasters at higher levels to balance with other characters (e.g., have them cast the equivalent of 6th spells at 18th level).
- -Classes w/ talent trees and bonus feats instead of set class abilities
- -Classes receive a minimum of 4 skill points
- - Classes don't provide automatic proficiency with armor and weapons, sneak attack, etc. Instead, a first level character gains a number of bonus feats based upon their initial class and is given a bunch of class feat choices (including armor and weapons) from which to choose those bonus feats. This prevents from multiclassing characters from dipping to acquire proficiency in all armor and weapons and requires them to gain such proficiency over time.
Saving Throws:
-- Characters use the same save progression, but receive a saving throw bonus (or bonuses based on their initial class).
Feats
--Replace Improved Unarmed Strike with Brawl, Combat MA, and Defensive MA feat trees
--Add Several Divine Feats (no persistant)
-- sneak attack, rage become feats.
Combat
- - Class based defense
- - Damage Track ( Currently, I use fatigued at 50% hit point loss, Exhausted at 75% hp loss. At 0 hp, use death and dying rules from Unearthed Arcana)
Magic (if keeping Vancian)
-- Remove Spells: Rope Trick; any spell detect/protection/smite/etc. Law or Chaos;
-- Revised Spells:
---- Spells that duplicate a skill (e.g, know direction, jump, spider climb) provide a skill bonus
---- Spells that have reduced effects or effects negated by the target's hit die or level are changed to staged effects determined by the degree of save failure
--
---- Summon Spells (Monster, Undead), Raise Dead, Resurrection become rituals.
-- Remove Wish and Miracle
Equipment
-Remove Sunrods, Tanglefoot bags,
-Remove Spiked chains, dire flails, etc.
-Remove halfling riding dogs
-Add Brigandine, lamellar , Leather Scale and Ring Armors
-Add Atatl, Boomerang, Blowgun, Bolas, Cutlas, Garrote, Khopesh Sword, Lucerne Hammer, Maul, Sabre, Staff sling various polearms from Ari's article in Dragon
- Add to the DMG: Butterfly Sword, Sai, Three section staff, Tonfa, War fan