Here's our small set of house rule changes we are using to hopefully plug some of the minor issues we and some others have found with the system. We have tried to keep them very simple and in the spirit of the rules and resisted tweaking things too much...
..you might find them useful for inspiration?
Manoeuvres:
Each player gets 1 free manoeuvre every turn (as RAW)
Only two additional manoeuvres can be purchased per turn using fatigue (This is to limit too much unrealisitc movement over multiple range bands)
A character may forego an action in a round to obtain an additional free manoeuvre (to help counter act the previous and the next house rule..)
It costs two manoeuvres to disengage from an enemy (to help alleviate the step back and fire tactic with bows; its still possible but normally only now with fatigue costs)
The prepare manoeuvre can be used before an action card to reduce the number of recharge tokens added by 1 (from the GM book, I think)
Dice Results and difficulties:
A Chaos Star counts as a Bane and a Challenge, if not used to produce a Chaos Star specific effect (just to help make chaos stars a bit more interesting and to partially counter act the increased base chances of success of this system compared with V2, but hopefully not by too much)
Spell casting base challenge level is based on the Casters rank compared to the spell rank, not a simple (0d) test (as in GM kit)
Weapons and Combat:
A Spear is a 4/2 weapon with the fast quality, or 5/2 with the fast quality if used two-handed (to stop Halberds being pointless)
Halberd is 6/2 two handed or 5/2 fast as a two handed spear (as RAW provided house rule above is used)
Critical wounds that are soaked are converted to normal wounds that CANNOT be soaked (to make defence a little bit more important; as criticals convert to normal wounds that cannot be soaked, avoidng being hit at all is a lot more preferable than relying on just high soak values, which seems to be more the case in the RAW)