D&D/Pathfinder repurposed: Variant alignment table
House-ruling alignments:
My issue with the standard nine-point alignment chart is that it doesn't really account for "shades of grey" - in that characters must choose to be the hard-to-play Neutral or a polarised alignment.
My solution to this is to break the nine alignments into four blocks each, and then rearrange them so that the boundaries overlap:
The sixteen-point alignment chart:
I view this as an extension of the original chart - in that alignment-dependent effects can function as normal - but allows players to get more of handle on how they want to play their alignment.
Think of the central 2x2 block as "Neutral" and the other eight 2x2 blocks around it as the other alignments. Also, "Good" and "Evil" checks can be made simply by looking above and below the central axis, allowing to differentiate between Neutral clerics who can channel negative energy and those who can't, for example...