Starting a new league, and last time I played was a "few" years ago. So I have been thinking back and how to tweek a few things. I would like your opinions on the following:
1) Hiring Star Players
In my view they are unique, so if two coaches want to hire the same star player for a match then they need to bid on the star player with the coach willing to spend the most money getting the star player.
2) New star players
Linked with above really. Create new star players so that there is a large base for coaches to choose from. However this means making new star players and costing them. I have used JJ's formula but I am guessing that is for "rank and file" players not star players. So how do I work out the cost of a star player?
3) Creating the stars of the future
If a player has some star player points and is for whatever reason removed from a team's roster, then they can return but as a star player, gaining Loner as normal. This could give access to cheap star players.
4) Skilled Mercenary Players
Sort of like above but allow players to spend inducement funds on skilled mercenaries, paying 20k for each skill (they can roll as normal as if levelling a player of that type).
5) Gate affects funds
I remember that the Gate used to affect the winnings of the participating teams. So something along the lines of rol 1d6 per FF (sum of both teams) then multiply by 10,000. Winner gets 2/3 and loser gets 1/3 of the Gate.
6) Is it worth pushing up the starting funds of teams?
7) Special balls
Could include rules for the use of various balls (Chaos, Squig, Magic, Cannon, Power, etc...) These would also add a constant value to the Gate roll depending on the ball. Both coaches would need to agree before hand.

On a double you can give players a special weapon (Ball & Chain, Chainsaw, Stab, Bombardier) gaining the use of that weapon but also Secret Weapon.
I'll read through other league's house rules then maybe edit this and add/delete more.