A few thoughts.
I’ll bow gracefully out of anything FitD. My reaction to it goes a lot deeper than the engagement roll, and none of it’s good. Please don’t let that stop anyone.
(Context for next comment: While listening to gaming podcasts in the car, I’ve recently had to explain the concepts of “light” and “crunchy” game mechanics to my two youngest kids, which forced me to articulate this stuff and parse it out more.)
I don’t personally think rules fiddliness is a problem, provided it’s the right kind of fiddliness. Rich options in character creation and progression could scratch deep itches for some people, for example, and really being ‘into’ your character’s “stuff” makes it a lot easier to remember (for example) your assets and what they do in something like Ironsworn.
On the reverse: A different resolution system for six distinct things that have to happen in most sessions? That’s the bad kind of crunch.
As to Mike’s suggestions:
I’m down for a tour of Genesys by someone who groks it, and will quietly take a breather from FitD options.
For Cyberpunk (if people are really jazzed about that), I’d suggest The Veil as an option. Has anyone taken a look at it? It’s a PbtA-based cyberpunk thing which has a lot of good press and word of mouth, and bases its actions on your character’s current emotional state, with rules around ‘blocking’ or ‘jamming’ up stats as damage/consequences of actions, so you don’t have people just doing everything “Angrily” because that’s their best stat.
I haven’t had the spoons to get through the rules, which are hefty and aren’t in a genre I love, but the play-reports I’ve followed really seem evocative. YMMV.
Starforged (sci-fi, space, exploration, possibly gm-less)
System: Ironsworn
I don’t personally find the game’s rules fiddley. I’m running a campaign with my kids, and the seven year old figured it out after a couple die rolls. It’s pretty clear when the assets apply.
I like my gaming hard, so the Ironsworn quests sometimes resulting in “You get nothing, good day to you, sir!” doesn’t bother me, but the tweak to XP Mike mentioned seems like a good change for the vast majority of gamers who aren’t ridiculous.
Alice is Missing 1 (event-based, mystery, gm-less)
110% down for a one-shot of this, if only to sate my curiosity.
City of Mists (urban fantasy, pulp mystery)
This is fiddley, I guess, but I will say roll20 seemed to handle most of that in a good way. I did less than my due diligence for the demo game we ran, and had a really good time with it. I was EXTREMELY leery of Fate+PbtA in concept, but it honestly seemed to work nicely in this. I don’t know if I’m a rabid fan, but I really understand how and why rabid fans exist. It’s proper fun, and really what other point does a game have?
Urban Shadows: Second Edition 1 (urban fantasy, community, monsters)
I love the faction/community stuff in this, even as iterated in the first edition. Magpie games makes good stuff, so there’s a lot of trust there.
I have no personal suggestions to add, and to be very honest I don’t want to influence the decision at all. (I’m 100% okay if folks decide on FitD and I duck out for a bit, frex.)