Ah, found it.
tm.asp?m=1002021
Not sure how relevant to recent versions these are, but I'll reproduce them here:
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House Rules:
1. A corps can only change HQ before it has been special supplied (Bug #1- special supply is limited by Operational Points in a single HQ and Issue #1).
2. Each HQ may air attack any single enemy Corps/HQ only once per turn. No single enemy Corps/HQ may be air attacked (interdict or bomb AF) more than 3 times per turn. Any airgroup can fly only one airmission per turn (Bug #6, Issue #4).
3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it (Issue #5, Issue #6).
4. Usage of naval transportation is limited to 3 stack points per turn. Destination hex must be a port (Issue #8).
5. Players cannot change a structure of command and Hitler\Stalin leadership (Bug #2, Bug #3).
6. Players can change a production of no more than one tank and one airplane factory per turn. Players cannot change a production of factory with delay.(Bug #5).
7. Usage of bugs #8, #9, #10, #11 (players has to set “human production upgrade control”), #12, #13 (65000 railroad points) is cheating.
8. (Issue #16) Finnish forces cannot attack but can bombard Northern
Leningrad (40/6). The Soviets are required to garrison North-Leningrad
with minimum 3 division sized corps. If this corps is withdrawn (only
in full size) Finns are allowed to attack Leningrad City with all
means in range of other House rules.
-Any airgroups operating from Finnish soil can comission all the same
attacks that airgroups in normal Axis HQ's are allowed. Finnish and
other axis airgoups can be mixed in any HQ.
-If Axis capture and hold 44/6 untill next Axis turn the Finns are
allowed to attack with all means in range of other House rules.
-Finnish forces are allowed to enter Soviet territory and engage in
combat IF Leningrad (40/7) is captured, Finnish forces are allowed to
enter Soviet territory and engage in combat but they must remain on or
above the 15th parallel. Exept 5 full divisions which can be deployed
under other Axis HQ's/Corps. IF Moscow is captured all finnish
restrictions are removed.
-IF Soviets re-capture and hold for an axis turn one of the cities of
Pskov, Minsk or Odessa with an army or corps (not partisan) all the
Finnish forces in "south" must be withdrawn to 5th or above parallel
in two axis turns.
9. Training bomber fleets with air transporting missions in the
back-lines is prohibited. (Issue #17)
List of bugs and issues:
BUGS
B1: Special supply through renaming
A corps can be special supplied repeatedly if it is renamed.
B2: High command leader change
Stavka and OKH can be removed and placed again; this changes their leaders. However, if a player does this he will no longer receive new formations.
B3: High command circumventing
A circular order of command can be established among HQs with the Alt-H command, thus circumventing higher command completely.
B4: Free transfer
All units assigned to HQs with zero OPs can be transferred out at no cost.
B5 Factory delay reduction
A factory with a delay level over 4 can be converted, reducing the delay to 4.
B6 Fighter bomber repeated interdiction
If an interdiction mission is conducted, all fighter-bomber groups have their "u" marker removed and can be used again to interdict.
B7 Repeated attacks stop
A player can have overwhelming odds against a repeated attacks hex but these will stop if other combat takes place elsewhere.
B8 Half-way saving
If a player saves during the turn and restores the game, he will get extra reinforcements, entrenchment, readiness etc.
B9 Restarting the turn
A player (especially Soviet) can restart their turn to influence the following: leader resignation; unsuccessful USAAF missions; weather
B10 Editors
The save files are weakly encrypted, making it possible for players to use editors to affect the game stats directly.
B11 Fast production change
Under computer control, a factory will upgrade its production with only a delay of 1, even if it has just been changed to the previous item. This makes it possible to change production in just 2 turns instead of 4 for items that can be upgraded to.
B12 Assigning enemy units
Players are able to change the HQ assignment of enemy units.
B13 Fantastic railroad
Players can gain 6500 railroadpoints
ISSUES
I1: Mules
A corps can fight under the command of a different HQ than the one that gave it special supply.
I2: Fighting HQs
HQs can be stuffed up with units and placed on the front line for overstrength defense.
I3: Excessive production of heavy tanks
A player can produce unhistorically high numbers of heavy tanks and use them to great effect.
I4: Repeated interdiction
It's possible to bomb a single hex with single groups of bombers, to great effect, especially if combined with B6 above.
I5: Isolation at low cost
Small formations can be placed in mobile corps sent to cut the enemy's lines of supply.
I6: Fast infantry
Mobile corps with few mobile divisions and a lot of infantry can plot 5 and will restore their readiness quickly, especially during German blitz supply
I7: Minor allies in the west
The German player can send minor allied formations to fronts they could never have fought on.
I8: Naval transport
Units can be sent or retrieved from a city in naval supply using rail transfer.
I9: Exclusive air supply
An isolated corps can still advance and attack if it is well supplied from the air.
I10: Airfield vulnerability
With only two exceptions, airfields can be hit anywhere on the map, even at great distances.
I11: Overproduction of a single type
Some items are very powerful in the game and players will produce many more of them than was historically the case. Some of the problems of these items are not reflected in the game though (e.g. the He177 had very unreliable engines).
I12: Finnish politics
Finland's war aims were limited and their troops wouldn't have attacked Leningrad or advanced very far within the USSR.
I13: High readiness shattering
The Soviets in the summer of '41 and the Germans during the blizzard of the same year shatter easily at high readiness levels. The problem is supposed to be fixed for the Germans with v3.3
I15: Extremely long marches
Divisions can be moved from one end of the map to the other without using rail points if all the corps they pass through are special supplied.
I16: Political restrictions are real and good to use - but "what would
have happened if" scenarios are always arguable. I tend to see Finnish
gov. quite agressive at the begining of the war and agreeing with most
of the goals of Hitler and there is even documents that show how
Finnish and Natzi officials agreed on horrible goal of destroying
totally the city of Leningrad as a "permanent and ancient threath to
Finland". Finnish politics definately changed more defensive when the
war started to seem lost (quite early actually).
So if you read mine proposal of Finnish restrictions you might find
those quite a good compromise still. Even added a clause for the
Soviets counterattack.
I17: Bomber formations get experience with transfer missions even thousands of kilometers away of frontlines.
Unruled Bugs and issues:
B#4: It is generally bad to have a HQ with zero Oprerational Points. So I think this bug cannot be abused.
B#7: This bug is out of human control.
I#3: See I#11.
I#7: No problem here.
I#9: No problem here.
I#10: Never expirienced this problem.
I#11: (and I#3) Mono type production is not very historical, but the reasons for multi-type producing were: 1) Nobody knew the real “stats” of new equipment. 2) Lobbies of various groups existed in both countries. 3) Concept of main battle tank was not introduced.
As we are beyond these restrictions...
I#13: Just play around it.
I#15: You have to spend a lot of Operational points for such march.
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Also (from the same thread, these are similar to yours FL):
1. A corps can only change HQ before it has been special supplied
2. No single enemy Corps/HQ may be air attacked (interdict or bomb AF) more than 3 times per turn.
3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it
4. Usage of naval transportation is limited to 3 stack points per turn. Destination hex must be a port
5. Players cannot change a structure of command and Hitler\Stalin leadership
6. Players can change the production of no more than one tank and one airplane factory per turn. Players cannot change a production of factory with delay
8. Finnish ground forces cannot attack but can bombard Northern
Leningrad (40/6). The Soviets are required to garrison North-Leningrad
with minimum 3 division sized corps. If this corps is withdrawn (only
in full size) Finns are allowed to attack Leningrad City with all
means in range of other House rules.
9. Training bomber fleets with air transporting missions in the
back-lines is prohibited
10. No cheating, replaying turns or saving during mid turns