Choose Your Weapon
I'd be surprised if some game doesn't already do this, but how about letting fighters choose which weapons they have the most skill in by assigning higher damage dice to those weapons. They choose which of 4 die types particular weapons will do for them. So, your fighter might choose staff, bow, sword, battle-axe to have d4, d6 d8, d10. Or not. They might choose a dagger to have d10, which is different, but maybe they want to be a badass knife fighter. If nothing else, allowing a certain number of die types could also function as a very simple proficiency system: "You only get one d8 weapon, but you'll be able to assign another at 4th level."
Critical Weapon Feats
I've been thinking for a while about how to distinguish weapons if they all do the same damage. Yes, more than the obvious utility of a sword being able to cut a rope a blunt being able to hammer in a spike. What I'm thinking about trying is giving them all special abilities that kick in when you score a critical. Staves and maces: can knock an opponent completely out, battle axes: can sever limbs, flails: can disarm an opponent, swords: can parry while still getting in a hit.
XP as a Currency
Again, probably not new, but I was thinking if anyone ever utilizes some of my toxins/fireworks in ways that allows players to craft them when they have necessary ingredients, you could allow players to spend their XP in a jam to do so without the necessary materials. It could undermine resource management a bit, but it would allow the tools to come into play when they are most needed (an fun). If for, example, a time arises where having a triggered notification would be handy but they are too far from town to acquire what they need to make the Mine Light and Dwarven Braids. You charge them 50-100XP and say "Hey it turns out scrounging around in all your packs you have enough to make one charge.
XP Bonus for Mapping
I know drawing a map out for players with dry erase markers as we play makes it a lot easier for them to visualize where they are and what's going on-- it also slows down play and gives me another task when I have too many already. I also think that being the mapper can be kind of chore-like and pull you out of the game unless you are a certain type of player that really likes it. I'm thinking of mapping for brand new players and giving intermediate players the option of mapping for them or having them start learning to map for a bonus ~100 XP per party member.