-Based on class, a progressive bonus to ac as per level
-Armour granting damage redution based on rather realistic interpretations of armour and DR
-Increased levels of craftmanship and item quality. An attempt to simulate essentially the power of elven craftsmanship: aka when detect magic is used on boots of elvenkind, nothing shows up.
-A COMPLETE overhal of the magic system using elements from WOT, Arcana Evolved, Psionics handbook, and both Original ideas of mine and historical references. Spellcasters will not be reduced in power as one might think. rather, everything else will go up a little. However, the practise of magic will be complex and very costly. The specific elements of the magic system I will list afterwards.
-an exspansion of the skills and the uses for each skill, making them a larger part of the game, both in and out of combat.
-A system of measurement for non-combat encounters of both a mental and social type for the purposes of progression and a way of stating out such ncounters
-an expanded feat list, introducing a new take on meta-magic and advanced complex manuever's
-a re-working of the base classes, removing some, adding others, changing others.
-And yes I know what im talking about to the point that I understand the I am going to have to overhal the system at large. Re-writing all the monsters is going to just a peacy old time.
at which point in time the magic system changes are numerous as well:
-division into the eight schools is a little bit farther. since each school is a representation of a different kind and indeed a different style of magic...You dont necessarily know all of them. each casting class astarts with a number known of there choice, and it requires a feat to learn a new one.
-division of the system of magic into five elements: Air, earth, fire, water and Prime. works similar to the schools. however, unlike with schools, you cant ever use a spell unless you have all its elemental sources. you can without the school, its just weaker and more of a pain in the ass.
-Application of what called 'Mystical' feats, which are feats that modify something about a spellcaster or his magic, but not in a way like meta-magic. things like spell focus and spell mastery would be the most primitive examples.
-Magic Item creation is now run by Usage of higher level spells called rituals.
-A spell no longer is neccessarily of a specific level. most spells, though not all, will be able to be cast at multiple levels, creating a different strength of effect. For instance, the maximum lift for a 1st level telekinesis is 25 lbs. for fifth level it will probably be 4-500 lbs.
thats all I can think of right now. but there are many more, though minor by comparison