Tangent: I have to say I was a member of a group that playtested GURPS:VtM back in the 1990s. And even though it wasn’t my favorite system, I had a freaking blast. Two interwoven things contributed to this.
First, I went into the play test thinking that it was my job to test the game’s limits. Since I was relatively new to GURPS- especially as compared to the group I was in- I decided to go straightforward with my mechanical choices. I designed a Brujah with maxed out Potence (physical strength & toughness) & Celerity (supernatural speed) who had been turned by a VERY old vampire. IOW, mechanically, this PC was a brutal killing machine.
Second, the character concept was absurdist. In life, he had been a private investigator. When he rose from the grave, he went Malkavian-level insane, His broken mind interpreted his newfound supernatural abilities as comic-book super powers. He was a reimagined version of NEC’s The Tick…Major Mosquito. Gear-wise, he added some body armor, a crossbow with wooden bolts, a muscle car with a big trunk (with some dirt in it) and a BMX bike rack. The bike had cards in the spokes to produce a buzz. And he had surgical steel crime straws that he used to feed in miscreants.
Effectively, he was an anti-vampire vampire of sorts, being manipulated by the group’s Toreador. Nothing like having a mad dog on your team…
My point? I don’t know why you’re eliminating GURPS from the start, but I have to admit that the game IS very capable of delivering a satisfactory V:tM experience.