I also have a wiki!
Bolded entries I'm particularly fond of.
All-New Base Classes
- The Beastman-- A barbarian-themed wild shape warrior. Gains animalistic features in his own right, and an upgraded version of the Druid's wild shape. Playtested in a group of tier 2-3 classes; excellent versatility, solid offensive and defensive power, and lots of fun. A solid Tier 3. Has been well playtested.
- Speedster/Windrunner-- Faster than a speeding crossbow bolt! A super-skirmisher type. (It's totally not the Flash. Yes it is. Shut up.)
- Shadow Assassin-- A bit like a rogue, but with magic and shadow-y abilities.
- Ringslinger-- It's totally not the-- yes, ok, I can't even pretend it's not Green Lantern. I'm not ashamed.
- Godspeaker-- The first of my divine caster replacements. A fragile chassis with the Spirit Shaman casting mechanism and Truespeaking abilities.
- Miracle Worker-- The second of my divine caster replacements. A sturdy, melee-capable chassis with spellcasting limited to a few domains.
- Savage-- A barbarian-druid-monk crossover, with no gear or magic but plenty of natural weapons and animalisic abilities.
- Legend-- The highest powered mundane, the pinnacle of "I'm just that good." Meant to stand next to T2 and T3 casters.
Base Class Fixes
- Minor to not-so-minor tweaks to pretty much every class in the game, with links to full-on revisions.
- Tome of Battle versions of the Fighter, Monk, and Paladin.
- Warmage-- Adds more variety in spells, and makes the blasting a bit more effective.
- Paladin-- Better smiting! Better spells! Actual class abilities! Now with 120% more heroics.
- Barbarian-- Faster, more DR but less armor, minor improvement of rage, "brute powers" to make combat a bit more interesting. Mostly for more differentiation from the fighter.
- Druid- A "less broken, more fun" nerf, switching to spontaneous casting, permanently encoding the shapeshift variant, weakening the animal companion, and adding a few more flavorful class features.
- Sorcerer-- More spells known, actual class features (including heritage abilities based on the Pathfinder sorcerer) and a unique spell-point inspired casting system.
- Wizard-- Spell list splint into spontaneously-cast battle spells and out-of-battle rituals. Actual class features added.
- Swashbuckler-- a Tome of Battle version, with wildly enhanced mobility.
- Ranger-- Merged with Scout, with higher-level abilities added on and a nice coat of polish.
- Rogue and Swashbuckler-- now merged with the Factotum for ultimate skillmonkey fun.
Hexblade-- a more powerful curse and useful class features.
- Fighter-- A combination of feat retraining, expertise dice, special abilities, and actual class features, with three distinct paths to power.
- Eater-- OM NOM NOM!
Races, Skills, Spells, Feats, And More!
- Base Race Tweaks-- 5/6 core races revised, and 4 bonus races added!
- "A Few Revised Feats"-- Toughness, Two-Weapon Fighting, and Spring Attack, primarily.
- Spellmines-- from my Warmage fix... pretty much what it says on the tin.
- Revised Core Spells-- I've tried to make bad spells better and and broken ones worse.
Assorted Musings and Systemic Revisions
- Crystal Cannon Magic Nerf-- an attempt at addressing some of the more powerful aspects of magic without arbitrary bans, if that makes sense.
- Low-Magic-Item Rules
- Enchantment Malfunctions-- a potential fix for mages layering spells on themselves.
- Skill-based Magic-- pretty much a failed idea; one that may be revisited in the future.
- "The War Against the Christmas Tree"-- low-magic-item rules/VoP replacer, take 2.
The Simple TAbletop Roleplaying System (STaRS): my rules-light homebrew system. Fast to learn, fast to run, and fast to play.
- v3 (complete and playtested-- works, but is a little to dependent on GM fiat)
- v4 (under construction)
Exalts and Excellencies-- an attempt to capture the feel of Exalted using M&M 3e rules. Tested in a campaign, and works pretty well, although it needs some tweaking.
FATE of the Stars: a space opera system based on the Dresden Files RPG. Playtested-- works pretty well.
I rewrite D&D material in Mutants and Masterminds 3e
Gaols and Giants-- I did a lot of work on this communal "rewrite 3.5 from the ground up" project before it died, as such things inevitably do. What was written is probably pretty good, though-- the non-binary condition tracks in particular, methinks-- and could probably be used as houserules.