House Rules
See the main House Rules document here. Homebrew, both written by me and approved by me, can be found here.
Class Changes
Team+ / Revised Options
Use Team+ class books errata, as well as "Revised Options: Remastered" Infinite Sourcebook by Dorji Sanjiev for Barbarians, Investigators, Oracles, Psychics, Rogues, and Wizards.
Alchemist
Quick Mix
You gain the Quick Mix action.
Quick Mix 
Fighter
Class Feat Changes
Dueling Parry
FEAT 2
Dueling Stride
FEAT 8
Inventor
Unconventional Sciences
Use "Unconventional Sciences: Kinetic Inventor" Infinite Sourcebook by Dorji Sanjiev.
Kineticist
Gate Junctions
Add to metal's aura junction: "When you damage a creature with your metal impulse, it's covered in a thin layer of metal, giving it the metal trait until the end of your next turn".
Class Feat Changes
You can stop your impulses' lines at any point.
Metal Carapace FEAT 1
Magus
Spellstrike
Cast a Spell activity made as a part of Spellstrike does not provoke Attacks of Opportunity.
Arcane Cascade
Once per 10 minutes, you can use Arcane Cascade or Arcane Shroud feat (if you have it) as a
free action.
Psychic
Unleash Psyche
The stupefied condition you gain after using Unleash Psyche doesn't disrupt your spells.
Class Feat Changes
The feats that target all creatures in an emanation target all enemies instead.
Deepest Wellspring FEAT 12
Ranger
Prey Hunter
You gain a second 1st-level ranger feat.
Additionally, you gain the Prey Hunter free action.
Prey Hunter 
Hunter's Edge
Outwit
Additionally, you gain the Monster Hunter feat, and if you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.
You can take the Master Monster Hunter feat at level 1 instead of 10, ignoring its prerequisites.
Class Feat Changes
Hunted Shot FEAT 1
Rogue
Rackets
Mastermind
Additionally, you become trained in Scheming Lore, a special lore skill that can be used to Recall Knowledge regarding creatures, hazards, and plans of any type, but that can't be used to Recall Knowledge of other topics.
At 3rd level, you become an expert in Scheming Lore; at 7th level, you become a master in Scheming Lore; and at 15th level, you become legendary in Scheming Lore.
Use the house rules for Recalling Knowledge in combat.
The Battle Assessment class feat counts as Recall Knowledge for purposes of your racket.
Swashbuckler
You can choose Strength or Dexterity as your key ability score.
Class Feat Changes
Flying Blade FEAT 1
Extravagant Stride
FEAT 8
Thaumaturge
The Manipulate trait is removed from Thaumaturge class features.
Class-wide Changes
Every class that gains at least 10 Hit Points per level gets the following class feature at the 1st level:
Focused Shots
For some warriors, keen eyes, a steady hand, and staying out of range is more important than training their hardiness. You can choose to decrease the maximum number of Hit Points you gain from your class at 1st level and every level thereafter by 2. If you do, you deal an extra +2 precision damage with ranged Strikes. At 13th level, you instead deal an extra +3 precision damage with ranged Strikes.
Archetypes
Exemplar Archetype Changes
Exemplar Dedication FEAT 2
Battle Harbinger Archetype Changes
Battle Creed 1st
You can choose Strength, Dexterity, or Wisdom as your key ability score. You use Wisdom for your class DC, spell attack rolls, and spell DCs. You gain the Aura Enhancement archetype feat and the Shield Block general feat at 1st level.
Doctrine Adjustment: Replace Moderate, Greater, Major, and True Creeds with the following:
Moderate Creed (7th): You gain the Weapon Specialization class feature and the Creed Magic archetype feat.
Greater Creed (9th): You gain Reactive Strike as a cleric feat (Player Core 138), and your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Major Creed (13th): You gain master proficiency with your deity’s favored weapon, martial weapons, simple weapons, and unarmed attacks. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead. Your proficiency rank for your class DC increases to master.
True Creed (15th): Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead. Your damage from weapon specialization increases to 6. At 17th level, your proficiency ranks for the spell attack modifier and spell DC statistics increase to master.