Upfront, I don’t think the system has great answers to this even in the best cases. The system wasn’t really designed for this; compared to what came before (2e) and what came after (5e), even just having those combat maneuvers is more than you might expect, even though it isn’t really much. Honestly, have you considered D&D 4e or Pathfinder 2e? Those embraced this kind of mechanical variety (and concomitant complexity) much more than 3.5e, or any other D&D.
But, doing what we can...
Tome of Battle is what you want, or at least as close as you’ll get
Tome of Battle has three classes, roughly analogous to the fighter, monk, and paladin. (The paladin-analogue also makes a phenomenal barbarian, particularly if you dip actual barbarian, and the monk-analogue can be more ninja/rogue-y depending on how you build it.) However, unlike those classes (and nearly every other warrior-type class in the game), these classes get a variety of powers, called maneuvers, that they can use. They’re tiered into 9 levels, you start with a bunch of them and learn another every level or so, etc.—they’re basically spells, so if your spellcasters are happy and your warriors want something similar, this is that.
The difference between spells and maneuvers is that maneuvers are each once per encounter, instead of once per day, and on top of that, you can “recover” them mid-fight so you can even use them multiple times in a long encounter. Each of the classes has its own recovery mechanism (the monk-analogue’s is awful and they might as well not have the option, but they also get to start with way more maneuvers than the others), to add a bit of variety/identity.
Tome of Battle maneuvers are pretty well-designed. They allow you to do so much more as a standard action than your usual option of a single attack, and they give you access to more effects (like tripping, shoving, and so on) without necessarily having to specialize in that thing specifically to have any chance at success.
However, while there are some, there isn’t a lot of utility effects in Tome of Battle. Most of the maneuvers are just a fancy attack that deals extra damage and maybe has a minor rider for some status effect. And Tome of Battle characters are still better off full attacking than they are using one of these maneuvers, which is a good thing in theory (full attack becomes another “maneuver” they have available, when the positioning works out), but in a medium-to-high optimization game (where ways to move and full attack are the norm and most warriors full attack every turn, and are at least somewhat optimized for doing so), can make it hard for Tome of Battle-based characters to keep up.
In other words, what you really want is Tome of Battle, but more so. Unfortunately, Tome of Battle was one of the last supplements they released, and never got any expansion or follow-up. (Mike Mearls, I believe, said it was in part a test bed for ideas for 4e, so maybe 4e itself is the “follow-up.”)
The alternative is, optimize harder
If you really work at it, you can make your trip/bull rush/grapple check nigh-unbeatable. Getting two or three of those at the same time so you can have some variety is hard, but probably (depending on the parameters of the campaign) also do-able. There are also some niche maneuvers you can add to a character, plus alternate methods of movement, and attack while moving. There isn’t a one-size fits all approach that works, but 3.5e is vast—there’s more options than you think.
A couple of examples of the kind of thing I mean:
Grapple has you enter your target’s space. Improved grab has them enter yours. If you boost your reach a lot, then, you can use grapple as way to pull yourself into position or pull an enemy to you, depending on whether you use improved grab or not. I just finished a campaign with a character who basically never used the move action in combat, but instead just used hookshots on enemies to get everywhere.
The Draconic Claw feat gives you a swift-action attack that you can use in any round in which you use a touch-attack spell. The Snap Kick feat lets you add an unarmed strike any time you’re making one or more attacks. Between the two, you can use a touch attack spell (which can be done as an unarmed strike), Snap Kick on that, then use Dragon Claw and Snap Kick on that. That’s four attacks as early as 6th level, as a standard action + swift action. Plus you got to cast a spell for one of those attacks. Duskblade, eat your heart out.
Dungeoncrasher gives you bonus damage (a lot of bonus damage) for slamming creatures into walls. Knockback is traditional for this purpose, but there are all kinds of options. Telekinesis? Throwing weapons, with the Rout feat? Lot of variety possible here.
These are weird, niche ideas. You have to build around them. And the system has more, lots more even, but they take work to find and take work to make, well, work. So it takes a lot of system mastery to make a character that finds variety in these kinds of things.
And then there’s the elephant in the room
D&D 3.5e is just magic-dominated. That’s simply a fact. Your spellcasters are always going to be ahead here, even with every supplement in the game, every book and magazine and website, available. They will have more variety and more power. Again, have you considered D&D 4e or Pathfinder 2e?
10 full attack 20 goto 10
. (If you want to pose a new question about balancing your existing house rules—like a question about the balance issues and playability of smearing potions on swords, for instance—, that's totally legit.) \$\endgroup\$