Exchanges - I think this has been used a total of once so far. Like I said, in general, I role-play with some great players who really don't need the incentive. However, I still like this, and it's still open for use as far as I'm concerned. The idea goes like this, if you are willing, when you generate your PC, to take some detrimental attribute, you may exchange it for something good (Think background options from MERPS). Attribute here does not necessarily mean Str, Dex, and so on. It is any part of your character's looks, physical or mental characteristics, or situation in the world.
For example, you may decide that having a hook for a hand is worth having a masterwork sword. Or, you may decide that being deathly afraid of any insects is worth more gold in your pocket. Etc. When a player comes up with a certain characteristic, s/he should present it to the GM, along with what they wish to have in exchange for it. It is then up to the GM to approve it, reject it, or work with it and the player to achieve a better balance. ie, you shouldn't give someone Callandor because they have a birthmark on their cheek. Or conversely, you shouldn't give someone a few gold because they are willing to be paralyzed from the waist down.
The intent is that this leads to characters who have a deeper personality. These features (like a hook hand) lend themselves very well to role-playing and give a player something to role-play with. The giving aspect of this rule is an incentive for a character to have a weakness. Few and far between are the players who play someone with a hook for no reason at all. Not only that, but the positive aspect of this trade also lends itself to playability. The hook-handed blademaster is a great theme for a character to play with. So, if any of my players are reading this, feel free to use it the next time you make a player.