The argument at the core of the thread is that rules-light systems aren't quicker or easier to use than rules-heavy systems. All I'm trying to say is I grant that's true,
if you use them both the same way.
If your group plays a certain way, adopting a system that has different priorities is going to be unsatisfying. I don't dispute that.
But there are a lot of ways to play. I have a player who tried D&D once and hated it. Hated it. She wasn't interested in combat, didn't grok how to do things with simmy task resolution mechanics, didn't even get why you'd want to have a group of adventurers go through a dungeon.
She figured, "Oh, no rules at all is better," and tried freeform forum-based roleplaying. She wasn't happy there either, because the rules of "what you could do" were solely based on seniority and unstated assumptions. She was creatively blocked there as well.
I talked her into playing with our group, and something "clicked". The character sheet was a clear statement of player goals and interests, expressed through the character. There were clear rules for scene framing and conflict proposal. Disputes on "what happens next" were resolved by setting stakes for the conflict, choosing the relevant traits on the character sheet, rolling against the opposing side, and narrating the results.
And the thing is, by the second session she was doing a lot of things that we consider GM skills: Framing scenes, proposing conflicts, introducing NPCs, and more. Wait, I thought I was supposed to put her through a dungeon first, and let her slowly learn the ropes?
I still maintain that, if you divorce it from things like game balance and world building, coming up with an interesting story is something that almost anybody can do. It's only when you make the additional caveats that story must be expressed through interactions with a detailed environment, and that that environmental challenges must be checked for game balance, that you make injecting creative content into the game so daunting.