Occult adventure classes are more suited to RP and intrigue games, not as much combat heavy games. Most are still worth looking into, if your players are interested.
Mythic was, interesting, when I ran a game with it. I found anything beyond 1st level skewed the game towards rocket tag a bit much (as i needed +5CR or Mythic monsters to compete with the PC's).
We roll HD, with a single re-roll if they want (but must take second result). I have heard the other options are roll or take average, which many seem to like as it keeps casters from being too squishy, and keeps the tanks tanky without making everything slow too much.
Bonus skills for RP are nice (I let them add background related skills on creation as RP rewards, plus a free craft/profession/perform rank to represent their past jobs), I try to keep it to a short list of off use skills.
Traits are another handy bonus, roughly a 1/2 feat, with option for a drawback and a third trait. The core drawbacks kinda suck, so I make similar custom ones.
As an extra, I homebrewed the "Big Six" must have stat boosting items can be added to "fun" gear at straight crafting cost (instead of 1.5x the more expensive item cost). Lets martials have more interesting items, without feeling like they have to choose.