Urgh, now I remember it, that's the RAW version alright. By RAW, the maneuver is worthless, so we changed it. (That was in the previous game where I GMed, so I need to tell the current GM about it)
Let's compare the RAW maneuvers:
Improved Trip: make an unarmed attack, which also works when you have both hands full because the gods gave you two healthy legs. Make an opposed Strength check. If you succeed, your opponent is prone, and you get an extra attack.
Fling Aside: make an unarmed attack, for which you need one hand free. Make an opposed Grapple check. If you succeed, your opponent is prone, but you don't get an extra attack.
Alright, the ONE advantage of Fling Aside is that if you fail, you can't get tripped in return, but that's it. And FOUR FEATS prereq for that? Ridiculous.
Mind you, we also use the Pathfinder Combat Maneuver system, which speeds up special attacks immensely by reducing each maneuver/attack to a single roll. You make only ONE Combat Maneuver check against a DC influenced by your opponent's Combat Maneuver Bonus (BAB + Str + Size). Everything now works that way, from Bull Rush over Grapple to Trip.