Possible Changes/Additions. Thoughts?
Precision Strike. Deals 1d6 damage at first level. Increases by +1d6 every other level.
Adept & Master Abilities.
Adept ability: At 1st, 2nd, 4th, 6th, & 8th level a fighter may choose a special ability from the list below. Each ability may only be chosen once with the exception of the bonus feat ability which may be chosen any number of times.
Bonus Feat (Ex): The fighter may choose any feat for which he meets the prerequisites.
Battle Training (Ex): The fighter adds a +6 bonus to his Initiative checks.
Close Quarters Fighting (Ex): As the feat, except the fighter does not need to threaten the enemy that attempts to grapple him in order to make his attack of opportunity. The fighters weapon strikes at whatever appendage the enemy is using to grapple the fighter with. Requires BAB +3.
Deadeye (Ex): The fighter adds his Dexterity modifier to his damage rolls when making a ranged attack with a weapon.
Experts Defense (Ex): Enemies that the fighter threatens take a -4 penalty on attack rolls if they do not attack the fighter.
Flanking Expert (Ex): When flanking an opponent the fighter receives a +4 bonus on attack rolls (instead of +2) and a +2 bonus on damage rolls.
Light Step (Ex): The fighter may move through difficult terrain at his normal speed.
Tactical Expert (Ex): Whenever the fighter is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the fighter is treated as one size larger if doing so is advantageous to him. A fighter is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. This ability does not allow the fighter to wield weapons one size larger without penalty.
In addition the fighter does not take the -4 penalty for wielding a light weapon when attempting or resisting the disarm and sunder special attacks.
Master abilities: At 10th, 12th, 14th, 16th, 18th, & 20th level the fighter may choose a special ability from the list below. Each ability may only be chosen once. If he chooses the fighter may take a special ability from the Adept list instead of a Master ability.
Grapple Expert (Ex): When grappling the fighter may, as a standard action, make an opposed grapple check to deal his precision damage to his opponent. The fighter does not roll weapon damage, but adds 1 & 1/2 times his Strength modifier to the precision damage.
Opportunist (Ex):Once per round, the fighter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the fighter’s attack of opportunity for that round. Even a fighter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Strike with No Thought (Ex): When combat begins the fighter gains a free surprise round before any other actions are taken. The only action he may take during this surprise round is to draw his weapon and make a precision strike against an enemy within range. If there is no enemy within range that the fighter may attack then he may only draw his weapon. If the fighter is the creature initiating combat he does not gain this ability but is instead able to act in his surprise round as normal. Requires Battle Training, Quick Draw.
Quick Step (Ex): The fighter may take a 10ft step as a 5ft step.
I'll come up with more ideas for Adept & Master abilities, but I think these changes to the class improve it overall.