My game has stronger medicinal herbs. They grant a +4 instead of +2 to the relevant throws to cure disease, neutralize poison, or cure light/serious wounds. Their use allows characters with only one rank of Healing to make those throws at an 18+ (after the bonus) instead of not being able to do them at all.
I start new characters with templates - a player can choose from the default template (11-12) or the choice that they roll. Players roll 5 sets of stats, and keep the other 4 on the back of their sheet to assign to henchmen or replacement characters. We reroll another set of 5 once all the sets are used up.
I've replaced level loss from energy drain with the following: if you would lose one level, instead age 2d6 years and save vs death at +4. If you would lose two levels, instead age 2d12 years and save vs death. Catastrophic energy drain ages you 2d20 years, causes a mortal wound, and requires a save vs death at -4.
Divine spellcasters have limited spell repertoires like arcane spellcasters (spells per day plus Int mod), but gain Ceremonial Casting as a bonus proficiency with a separate (much larger) repertoire.
I generate henchmen with a spreadsheet that produces a list with templates based on market class of 39% fighter-types, 24% thief-types, 24% cleric-types, 10% mage-types, and 3% non-humans. They start with 0, 2000, 4000, or 8000 XP instead of levels 1-4. Human spellcaster henchmen are all eldritch ceremonialists. Venturers never work as henchmen. Most nonhumans are dwarves or elves, but depending on the area you might find gnomes, thrassians, or beastmen. Halflings are curiously absent.
Characters lose gp at the end of each month equal to the wage of a henchmen of their level. I am thinking about changing this to (total XP / 40) to make it level-independent.
I haven't been rolling Loyalty for henchmen when they level up. They die often enough as it is. :)