1.) A Game of Thrones d20
2.) Mutants and Masterminds
3.) Arcana Evolved
4.) Iron Heroes
AGoT gave me some fodder for interesting rules variations that worked and worked well. M&M showed me interesting new mechanical issues. I'm currently experimenting with a system thta would use a mechanic very similar to their damage save. Arcana Evolved damned interesting and swiped some ideas here as well. IH showed that with the proper alterations to math you could dump most of the standard +X magic item necessities and still maintain the same power curve.
Honorable Mention: Mutants & Masterminds - I really like the system but haven't really had a chance to play or immerse myself in it for any length of time.
Monte Cooks World of Darkness might be a bit too specific, but it still contains a few interesting concepts. (spell system, the concept of character focuses instead of classes or occupations)