Here is what I'm thinking.
Eliminate Trademark Move.
I've found that Trademark Move just doesn't do what it's supposed to. The purpose is, to speed up combat, you get to spend 1 point on a specific sequence of combat actions and get a +1 with all components of it. You keep using it, and thus the GM and player are on the same page and everything moves along more quickly.
Much of the time wasted in fights has to do with the players working out odds and consulting obscure rules. To combat this, the GM may suggest or even require that each player work out a few “trademark moves” that cover an entire turn’s worth of actions, and write down the effects in advance.
- Dungeon Fantasy 2: Dungeons
In actual play, this is 1 point for +1 to one particular combination which the player in question chooses from a menu of options. They pick whichever is their best option for that time, which may or may not be the +1 Trademark Move. It's essentially a one-combo +1 to skill for 1 point, with none of the game-speed benefits it's meant to bring with it. At best it has no benefit on play speed; at worst it slows things down as people compare move to move to move to pick the one that fits the best.
So it's gone.
Fix Great Haste. This is a great time to fix Great Haste. We have literally no one with it at the moment or dependent on casting it. It's a game-play nerf, but it's also a huge time suck in actual fights pretty much except for casters.
We just need to settle on what it does, and any costs that come with it. Maybe it does less but doesn't cost the target any FP. We'll see.
But I'd really, really like to take the time to fix this while it's not a "but I need this to do the thing I do every fight!" issue.
Magic & Money. It might be a good time to throw down a big change on money, like I've thought about before. That is, rescaling magic and money costs. Paut at $1350 will probably produce squawks but in the long run that's not a change . . . it's just not being made as cheaply as swords and such are.
(Amusingly, one of my players suggested this today whilst this post was being written, but after I'd put this on the list. Great minds, etc.)
Fixed Feints. I mentioned this back in the day, too, in the same post.
I'd consider doing Feints as a fixed contest. Win, get a result, lose, don't. No margin of error to worry about. The Rule of 16 is another way to do it, but often necessitates more steps.
(Editing later - forgot one)
Eliminate Signature Gear. I don't think Signature Gear really fits Felltower as conceived and played. I'm not too sure about Weapon Bond as it means people tend to hold on to old weapons forever because they put a point into it, but that's a personal choice. SG just forced me to make sure an item sticks around and is accessible even when circumstances and play style dictate that it would not. I'm leaning more to yes than maybe on this one, to be honest.
We'll see if I do any of the maybes, but I'm thinking about them, at the very least.