Here are some house-rules that might be useful as a guideline in your search.
Use only Martial and Psionic classes. At 3rd, 8th, 13th, 18th, 23rd, 28th levels characters get a +1 to attack, damage, AC, Defenses and +1d6 to critical hits. This should keep them in line with monsters. Using Divine classes would be a judgement call, are they 'magic' or more a type of deity granted power? I personally would leave them out, so as to not cloud the issue.
Remove most magic items entirely. Change the ones with just plusses into "power-bonus" type items, maybe they are a very high craftsmanship or design. If you do use them, keep them well below the group level, 5 levels or so lower should be good.
Keep most of the potions. These would seem to fit into a low magic campaign. You can 'invent' herbs and components to justify the ones you want to keep.
Artifacts would be the main "magic items" of the campaign world, very very rare and too scary to use. Good plot hooks.
Keep rituals, since they are less combat oriented and more difficult to cast in general. May add some additional requirement to use them.
You are going to need to adjust or not use monsters on a case by case basis. Low-magic is going to eliminate some out-right, but most should be usuable.
That should do the job I think.
I had one addtional thought to add -- If you don't want to completely remove magic but just restrict it then allow the magic classes but limit their level advancement. Say maybe no higher than 7-10th level and they can only gain 10-25% of the normal XP other classes get.