AoO's aren't really that hard to avoid, but anyways here are the options for a mundane:
(5' step + Draw/Ready) or Move or stand up/mount/unmount + Defend or Attack, xor 5' step + full attack or Run/withdraw.
The special attacks are really just 3 categories (assuming no "improved x" to avoid AoO):
sunder (AoO, item-sized opposed hit rolls to take or knock item to deal damage to item) / disarm (AoO, item-sized opposed hit rolls to take or knock item to ground else 1 free chance against you)
bullrush (move 5'/5str check or prone)/charge (+2hit&str check for AC in x2 clear move) / overrun (within 1 size larger: AoO, enter space, sized str or dex check to continue moving or prone)
trip (within 1 size larger AoO if unarmed, sized str or dex check to knock prone else 1 free chance against you) / grapple (within 2 sizes larger: AoO, touch, sized str+BAB check to move into space).
Even a moron knows you can't move, don't threaten, and can't avoid (no dex) in a
wrastlegrapple, so the later parts like its hard to draw weapons or cast spells and can pinn later to make immobile or not speak all come down to another of the same check.
It's all the same thing, really just:
AoO? -> check -> success! Considering most physical things provoke, it's not that special and with the correct feats its more like: roll a die and add mods to see if X happens. I'm not sure why people thought these things hard. It sounds like the crowd that doesn't like to add because maths
Other skill/condition things include:
Coup de grace (auto crit if helpless
aid another (you can use for +hit)
Mounted combat
Feinting is just a mildly intelligence-related bluff check that allows BAB else no dex during the attack.
That's really it assuming people understand combat things like talking as free action, cover, movement, initiative/delay/ready, etc