OK, some answers...
1. Skeletal mages are permitted, as is skeleton mastery. Good luck to anyone who tries this one

But remember, there are no Revives or normal skeletons allowed.
2. You may not use charges of banned skills from items, and you may not use skills from items that give bonuses to banned skills (i.e., a staff with +2 to Frozen Orb). You may use the item, however, as long as you don't use the banned skill. Items with "Chance to Cast" mods, even for banned skills, are permitted (I don't think these will be much of a factor, given that unique and set items are banned, and CTC mods on rares tend to be weak).
3. Iron Golems must be created from rare items.
GAMBLING CLARIFICATIONS
Their are nine equipment spots on your character, and three on your mercenary. You may equip ONLY ONE gambled item in each of these spots during the life of your character. Once you have equipped a gambled item in a particular slot, you may NEVER equip another gambled item in that same slot. You may, however, replace the gambled item with a non-gambled item. This has several implications:
1. If you fill a weapon slot with a gambled item, you cannot gamble a different type of weapon to get around this rule. For example, I gamble a sweet sword for a paladin, and I equip it. I cannot try to improve my weapon by gambling maces or axes.
2. If you gamble an item, and equip it on your character, and then remove that item for any reason (sell to Charsi, give to merc, etc.), you MAY NOT gamble another item for that slot on your character.
3. If you wear a gambled item, then remove that item and pass it to your mercenary, BOTH your mercenary's and your character's slots are now used up for purposes of gambling. So be careful! Doing this might actually result in you having fewer opportunities to gamble (by wasting the merc's slot).
4. This also means that if your mercenary is *already wearing* a gambled item in a particular slot, you *cannot* take a gambled item off of your character and use it to replace the mercenary's gambled item.
5. If you switch mercenaries (i.e., you have a Rogue, and hire a Might merc), you may gamble for a new weapon for them. However, this is only permitted when the mercenary is from a different class or from a different difficulty level: going from a Might mercenary to a Holy Freeze mercenary does not permit you to gamble a new weapon (this could easily be abused). Going from a Normal Act 2 mercenary to a NM act 2 mercenary, however, would allow you to gamble a new weapon.
6. And as stated before, characters that dual wield have *two* item slots, and can gamble for a weapon to fill each slot. This is only fair, since all other characters have the ability to gamble a shield.
7. To anticipate a question: yes, I am fully aware that it is not possible to gamble certain class-specific items. That's the way the cookie crumbles.
And one other thing... if you wish to change your character build for the tournament, you may do so up to the starting time (7:30 EST Sunday). I realize that the rule clarifications might make some people change their minds.
NOTE: I will re-compile all tournament rules Friday morning, for the sake of clarity, and re-post them all together. After that point, no changes.