I don't get to play much GURPS as only one player in my group likes the system as much as me but over time I have accumulated a few house rules. I'm excluding variant rules from 4e books with one exception. Just for fun here they are.
#1 No Points for disads. This was an option back in 3e I think but I've used it in 4e with good success. Basically get campaign points (typically amount +50) and take whatever disads you want to play. If I were to run Supers games I'd modify this a bit and give points for Super disads to be spentonly on powers however.
#2 T-Bones Graze Rules here
#3 T-Bones DECIDE rules here
#4 Edge Protection (from Low Tech)
#4 T-Bones Duck rules here
#5 T-Bones Whats a Miss here
and various other unlisted rules for Alternate Damage (by Doug Cole, grossly lower ST damage) and Wealth variants from the Pyramid boards
D and D is cool - The *New York Times *recently published an opinion piece explaining "Why the Cool Kids Are Playing Dungeons & Dragons." Of course, *I* have known that D&D ...
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