So wait, 3.5 mundanes have too many options? Or are all the options besides move+attack bad? I'm confused, I thought people complained about 3.5 being all "I hit it with my sword again"
Remember, this involves system competence, but I have seen people angst over:
How much do I power attack for?
What is my attack bonus for each point of power attack?
What is my damage bonus for each point of power attack?
What if I flurry (or similar bonus attack) with power attack?
How do my bonuses change when I'm enlarged?
When I'm hasted?
Do I take an AoO for moving here? What about here? Over here?
Can I tumble this through square?
Do I have enough movement to tumble through these squares but not these squares and not take any AoOs but still get in position to flank?
I'm flanking, I can power attack for another 2 points now!
And on and on and on and on and on and . . .
"Hey dude, you should have just been a spiked chain tripper!"
Some people would prepare 1-3 pages of tables with EVERY option already calculated.
Others would have to do the calculations at the table.
And then there were the barshall's who either mentioned they were inspiring courage before every roll someone else made, had a "table tent" for their inspire courage as a reminder, or both. Not that I blame them for wanting to, you know, SURVIVE!, but it could become a chore because of the people who needed the reminders.
There were also the clerics who insisted on taking 4 rounds to buff up then wondered where the combat went or had to flee because the rest of the party was already dead because nobody was healing them, the clerics who refused to heal at all then wondered why nobody would back them up in melee when they were doing 1d8+3 damage per hit at PL 9, the druids who couldn't figure out their wild shape bonuses, and so on.
Including effects similar to flurry of blows, I assume. Any other buffs you can think of?
Well, and this is a sticky one:
All combat options are allowed with a -4 to hit.
If you have the feat it does what it says, typically voiding the -4 to hit.
Want the "flurry" feats for regular melee types?
-4 to hit (on all attacks).
Want to pin at range?
-4 to hit.
Want to throw a friend as an improvised weapon?
-4 to hit.
Want an extra 5' reach?
-4 to hit.
The basic principle being:
"Go ahead and try it."
Rather than:
"You don't have the feat."
That was the operating principle for "special actions" back in AD&D - just assign a difficulty and run with it, rather than constantly saying "no".
And since you pretty much limit that to "mundane" special actions, casters don't get to wallow in it. If you want to metamagic your spell, you need the feat. (In AD&D, you needed the spell, most all of which sucked big time anyway, so there is no burden on casters not getting the bonus. Not to mention only wizards got metamagic in AD&D, though I expect there would be a clerical revolution if you tried that in d20.
)
How many of the OP's things could be safely ported forward without casters reaping all the benefits?
I think those were all from the High Level Play book, which means they are the equivalent of Epic Level options to begin with.
More "mundane" (as it were) options came from various kits, and those are rather thoroughly incorporated into d20 through Prestige Classes, ACF's, substitution levels, and just plain feat choices.
For that, second wild thought, which I haven't tested AT ALL:
Reduce the Prestige Class entry requirements for non-spellcasting classes.
From the general 6th level to . . . 3rd level?
Let mundanes get the funky cool special powers starting at 4th level and all that.
Another possibility which I "use" as much as it matters:
Incorporate Epic skill uses into regular skill uses wholesale.
If you can make DC 50-100 at 5th level, you can make DC 50-100 at 5th level, and more power to you.
Naturally that typically requires a LOT of magic to get those buffs, but it still requires the ranks, which means rogues and factotums. (And bards and beguilers, but such is life. Indeed it is barshalls and arcane tricksters that I've seen take these to the greatest extremes. The arcane trickster walked through the RPGA LG Tomb of Horrors "taking 1" and ignored all the traps.)