If we're trying to be realistic about your options for 3.pf, it really does come down to splatbooks.
I've played fighters in the past and ultimately the major benefit you will get from them is your massive equipment load, because, you have to fucking face this, you are defined by your equipment.
Generally, I wish martials got more bonuses to ranged weapons, because it's entirely logical that one would be so acquainted, but barring that, I tend to work as follows for books:
>Tome of Battle/ 9 Swords is an obligate choice, it utterly invalidates vanilla fighters and frankly that's a good thing. It's therefore unavoidable and required.
>Master of Arms by Second World Simulations is full of combat maneuvers and martial feats that you should bullshit your DM into letting you use. There are moments of Peter Jackson Tolkien movie fuckery that will keep your character at least interesting in combat. You can also pull shit like hamstringing monsters or breaking holes in their armor and shield that you can target.
>Equipment-wise you need to hoard splatbooks on Dwarves. They get some of THE most ridiculous kit I've ever seen in a d20. Same goes for Drow, but Dwarves get a lot of really interesting situational weapons. For instance, using Hammer And Helm from Races of Renown, I made a dragon slayer who used a dwarven Bolt Drives to bore chained screws into a dragon, thus giving me something to grab onto, climb up him, and letting me pin him with weights at the end of the chain.
>Complete Warrior will have combat feats, special items, etc.
And you're gonna need bags of holding to keep all your kit.
45% of playing a good Martial is doing things that will surprise your DM, 45% is bullying the DM into letting you get access, crafting, divine favor or otherwise, to magical items that YOU want (I always go for halberds in this case because halberds are rarely ever made interesting, magic or otherwise in tabletop), and 10% is hitting things.