Do you give the Wizard access to all 7 spell groups? Do you still let him only have 3? (I've been reading the discussion on Wizard balancing issues.)
That's a big one. Every single last one of us tried to change something about the wizard.
It's a nice start if you give him a fourth spell group soon (maybe together with the Talisman of Lore) but we have found a myriad ways to balance him. Take a good evening's read in the "The Wizard Clearing House of House Rules" if you like. Some give him a staff of fireballs (

) or a sword of fireballs (

), some let him ignore other miniatures for the line of sight, some combine all of it.
Me, i did invent a fourth spell for each group and changed the usage of every last spell inside the groups. Everything scales with the number of Mind Points my wizard has. It's kind of the maximum solution. Slev did an awesome and big wizardry system, so did Count Mohawk.
Do you give the Elf access to the Elf spells, and/or a group of Wizard spells?
The elf is good at fighting, as he can take every equipment. So he gets one group, the leftover from the wizard or the Elf spell set. As he has less mind points and in my system everything scales with mind points, he is somewhat weaker with the same spells than the wizard. As it should be.
Do you mix all of the treasure cards together?
I printed around 300 treasure cards. No i don't use them all for each game. I have my treasure deck on the table and the large pile in the cupboard. If you found a treasure in the deck, it comes under the large pile after the game and for the next game i draw some new cards from the top of the pile. Like that you can find a different thing each time.
I have so many to ensure that finding a maze or the dazzling gemstone or the potion of full healing is rare, but finding a staff or the potion of 2BP is common.
The dazzling gemstone is a great item invented by Goblin King. You should search the deep dungeons of the forum for it.
Do you allow access to mercenaries and potions from the beginning?
No. But i could, as my base quests scale with the group's strength. Saying that, i need to finish the other quest books. AAAAh, so many projects.

The mercenaries are another way to balance the wizard - he has hardly any item to spend his money on, so he can spend his money on mercenaries instead and then actively participate in fights. Many give the Wizard the champion status from the beginning.
Are there any house rules that EVERYONE seems to use?
Stroll the forum's deep caves until you find a door with "Evil Wizard Deck" written on it. If any house rule is widely used by most of us, it's that one. A Deck of cards that puts a little bit of time pressure on the group with a lot of creative events which accidentally only happen if there is no monster in sight... have a preview with a link inside:

Are artifacts only ever available once, and if lost, are gone forever?
Depends. Some yes.
If you need it for the storyline, let it reappear. If not, let it get lost. We have a lot lot lot lot lot of artifacts. The Heroe's table space gets crammed with artifacts after some quest books. So the lesser artifacts get lost.
My wizard (again) needs some artifacts to keep up when the other heroes are having 4-dice-equipment. So then sometime he finds the Wizard's cloak, Talisman of Lore and some other minor things. If he dies and he restarts, after some quests he will find it again to emulate progression.
Anything else I'm forgetting to ask about?
certainly. But we're not going away.
