Here is the latest thoughts in my "If I could do it differently . . ." posts about my DF game, Felltower.
No Signature Gear
When we started play, we did Signature Gear as written in Basic Set - 1 point = $500 worth of plot-protected item. Later, we changed it to a 1-point perk that makes an item Signature Gear, but doesn't provide any $ to spend on items (DFRPG does it this way, too.)
If I could do it again . . . I'd get rid of it entirely.
The issue is that in DF, especially old-school style megadungeon play, stuff is fungible. Stuff is the point of delving, but stuff can and does get lost, destroyed, or otherwise separated from your PC willingly or not. It also gets replaced with better stuff. Signature Gear is specifically opposite of that approach. Your special sword/knife/axe/hat and whip/etc. is part of your character. It can't be destroyed, it can't be lost, it can't be sold off. It's part of you.
But megadungeons are places where a poorly-worded wish or stepping through the wrong portal teleports you naked out of the dungeoon. Megadungeons have rust monsters who you stab in the eye when you're fooled by the illusion of a giant rat. Megadungeons are places where you fall to your doom off a staircase and get saved . . . but your weapon doesn't. Oh, but then it does, because you paid 1 point to have that weapon come back safely after all.
Then comes the potential threat of people finding artifact-grade weapons, using Signature Gear to bond to them, and then what? If they lose it, I'm obligated to keep it around and make sure it comes back to them. But megadungeon play and old-school play isn't like that.
Signature Gear would be axed if I was able to start over from scratch.
Buy All the Spells You Want
My players insisted a while back that we go from "1 spell per downtime" to unlimited. I really thought it would be a problem. It hasn't.
It has been an issue in that people do seem to figure out a way around then "and then you do nothing else that downtime" issue. Someone else shops for them. Someone else finds the sage and does the research. Someone else gets their items enchanted. So that's an issue. Probably better to just have said you can spend your points as you wish and moved on from day one.
I'd absolutely hand out a lot more treasure, which would be less of an issue with early caps on buying magic items in town. I'd go for my 10x cost for magic items but 10x the treasure in the dungeon approach.
Speaking of which, I'd also couple this with flat resale prices for potions in town, ala DFRPG. $100 each, no matter what. You can sell them but that's that.
I'd actually also make gems and jewelry sell like items - 40%. That would encourage people to buy levels of Wealth and skill in Merchant. It also gets odd when people try to figure out something is more "gem" or "jewelry" than "item" so they can get a free markup. Nah, it's all the same. There is 10x as much, though, so you're still getting more.
This one, by the way, is still tempting to do. Most of them are, actually, it's just that they'd be trickier to do in play. I'm likely to not allow buying something as "Signature Gear" when you find it, no matter how long you use it. If it's really "part of you" than make it up with you.