>>12084459nah, closer to 7
>>12084464the short version is that i think just about every system i've seen makes unnecessary sacrifices to overspecialize past the point of diminishing returns.
there are plenty with really cool combat and plenty of character customization, but they're either so complex that you need several spreadsheets and a phd on hand to play them or so braindead simple that the rules are basically "yeah right so just roleplay, you know?"
i would purport that d&d 5e is so famously popular because it hits a sweet spot in the complexity without just offering combat/character customization to the gods altogether, but those things are still a bit lackluster compared to what they could be and you have to put in a ton of work to use the system for anything other than medieval fantasy and often stuff starts breaking as soon as you try not to use d&d's lore specifically
i think it should be very much possible to make a system where you can learn the basics in an afternoon (like 5e), but the combat is more interesting and you have more options for character customization.
i'm sort of on the fence about how restrictive the rules are on the setting you use since my current plans could certainly be adaptable to general sci-fi fantasy but there are certainly benefits to getting more specific and the setting i would use is relatively unique for better or worse