S'mon said:On the first point, I certainly found improvisation in 3e usually had unforeseen negative side effects and was best avoided.
I won't disagree on that point. After playing 3.x for various years - that being the system that brought me back to D&D after leaving the nonsensical prior editions in disgust - I started feeling like improvisation wasn't something the rules encouraged. That's bad for me, since I'm a GM that improvises quite frequently, and 3.x to me is a 'clockwork' system - take a piece out and while it may continue to function, there are consequences. My systems of choice nowadays are Savage Worlds and True20. I haven't strayed far, just enough to satisfy my personal style.
On the topic of C&C, I felt like it was a bad combination of toolkit and too much of the old school. While I think prior editions have the lion's share of cool background - Planescape and Ravenloft, f'rex - the handwaving necessary to make the multiple microsystems and contradictory rules work was a pain. Is that a save vs. wands or pertifcation? And why, again?
When my group spent a year with various iterations of C&C, the toolkit seemed pretty flexible...except that the gaps it presented required too much handwaving, and the implicit anti-3.x feel of it led to some rules decisions that hearkened back to prior editions.
On the second point, I guess that's your view of what constitutes a complete system, and you regard that as desirable/necessary. Many people disagree - to me, The Pool or Fighting Fantasy are both complete RPGS, as much as GURPs or 3e. They just have less rules.
Far too few, in my opinion. Both are barely systems, IMO. For me, a good system has solid, internally consistent rules, ones that don't create an environment where the players are at the pure whim of the GM.
Improvisation is good, but it needs a good skeleton to build on...and without that underlying structure, even the best GM is going to trip themselves up eventually, barring the copious taking of notes on every single ruling. That last bit ends up making many 'light' systems fail for a lot of groups I've seen, because the GM ends up having to organize vast binders of arbitrary rulings to keep things consistent.
Then again, some groups like that sort of thing. It is, admittedly, very 'old school'. My mileage certainly varied.