Save for the F***ing XP costs.
Seriously if I run a 3e game I'm just gonna throw XP out the window and give people BP instead. Minmaxing should make you good at your party role, not give you a hundred XP advantage over the rest of the circle.
Uh. Remember when I did the math for this? Its more like a 20xp advantage, tops. 2e had the hundred xp advantage with goddamn fucking willpower.
Speaking of bith this and the general house rules thing, I think the most popular house rule I've used is Willpower 10 at chargen for 2e. I did it because willpower is so important there is no reason not to buy it at chargen. I mean, its your main social defense, its your social health bar, it's what you use to channel virtues, lots of charms key off it for costs and it is cripplingly expensive to buy in play. Basically, if you don't buy it at chargen you crippled yourself. So I removed it as a concern.
I collapsed mote pool calculations to basically their 3e form: a flat number plus another number that is multiplied by your essence. This was mostly because I was running a mixed party of Celestials, and the gap between the Lunars and the Sids was getting a bit nuts. Also, clacing it out for NPCs is a pain in the ass.
I went a bit further then most with free excellencies. Basically, I said if you qualified for them and they did not give trait boosts (Alchemicals) you got them, provided they were caste or favored. This was mostly so I could free players up to buy more interesting things. It was a bit of interesting experience, given someone almost always had an applicable Excellency (Fateful is such bullshit), which tends to make mincemeat out of any difficulty you want to assign.
I grabbed some of the re-done backgrounds done by
@Revlid so I had crunchier backgrounds to work with. The ones in the Core are a bit... lacking in that regard. And re-did the Backgrounds section of chargen in general so Sid's weren't swimming in their resources while the Lunars suffered (Modern game, so they all worked for the same group). In retrospect, I gave them to much: they didn't know what to put a lot of the points they had towards! Also speaking of Revlid, I was running using his mutations rules, because they are rather better balanced and I didn't need to hunt through three or four books for them all.
I'm currently using the Hardy rules, after one of my players tried to flurry a DK to death and very nearly killed himself (automatic damage whenever they hit the DK). For those unaware, Hardy basically gives you an ox-body when you buy certain charms.
I'm also using
TDO's Essence Crisis Rules, mostly so my players have a panic button if I fuck up and almost kill them. They don't use it much theses days, by virtue of being 650+xp.
I also rewrote basically every weapon in the game to fit 2.5, and to fix the 'diaklaves are the best weapons forever' problem (except the ones in WotLA, because there are almost as many in there as elsewhere combined, and its balance is funky as hell), but that sees less use.
I think if I ran another 2.5 game (haha, no, unless I can get an Alchemicals game going), I'd probably lock raising Essence as something outside players control. The jump in power between E2-3-4 is massive, and unbalances a party like few other things.
Oh, and blanket bans on SotM, SoH, and WotLA. Nothing can be used from there without my express permission, as those books have aweful mechanics, to say the least.
So yeah. Quite a bit all told.