Unlike a basic attack or a spell, combat maneuvers are confronted by an opposing force, but the current combat maneuver rules lack some of that flavor. Combat Maneuver Defense feels like another form of AC with a different outcome, and it annoyed me that the Combat Maneuver Bonus ignored Dexterity.
I have been testing a house rule that adds that flavor and provides my PC's with a sense of agency. It essentially combines the PFRG approach with the 3.5 design. All combat maneuvers are opposed rolls using CMB except that CMB now adds Dexterity, and they still provoke attacks of opportunity.
CMB = Base Attack Bonus + Strength modifier + Dexterity modifier + special size modifier
The only thing you have to watch out for, depending on the combat maneuver (bull rush, drag, trip, disarm), is whether the attacker won by 5 or more or lost by 10 or more.
I have found in play that combat maneuvers are resolved quickly this way especially since the rolls are simultaneous and CMB's don't change as often as other forms of attack and the results are on the table. As a GM, I have found that the extra d20 roll is worth not having to check a character sheet for CMD, and players only having to remember one number. Because of this, player's are more inclined to try combat maneuvers which breaks the monotony of basic attacks and adds variety and spice to combat. On the receiving end, they enjoy getting to roll defensively rather than an automatic result especially if their foe has the appropriate improved feat.
On the flavor end, grapples now have a sense of struggle, and that sly rogue can disarm as well as the hulking barbarian. I have also added feint and parry (from the duelist prestige class) as combat maneuvers, so they use CMB instead of their standard ruling. Is anybody else tinkering with combat maneuvers?