I must think about gaming too much.
5e: By way of "Flee Mortals!" The MCDM monster book is the life support that 5e needed to make it palatable for me to run casual one-shots.
4e: I'm running a weekly game. Even though it has its problems, I'm planning to finish it up this summer with Madness at Gardmore Abbey, which I have reconstructed from PDFs.
PF2: Because I'm running this on Foundry VTT and have a pretty invested group of players, it's working well enough. We're about at the midway point of Kingmaker.
Age of Sigmar: Soulbound: This is an interesting spin on high-powered fantasy action. Not gonna lie, the varieties of metacurrency and the comparative scale of narrative terms to determine difficulty (i.e.: "Good" vs. "Awesome" = -1 to your die roll) makes it seem 200% wonkier than it should be.
13th Age: I retired the system years ago, but now with a new group, a collection from a recent PDF bundle, and the 2nd edition on the horizon, maybe it's time to propose it to my group who likes 4e and PF2 (but probably needs something simpler). Still, I don't like the idea of needing to copy a paragraph of effects on a character sheet just to know what your attack does.
Castles & Crusades: I prefer it to OSE - just in case I need a simpler game option than 13th Age.
Again, I'm searching for that Goldilocks system that is ...
1) Easy enough to balance (whether using tools or system mastery)
2) Accessible for players (not OOP or terribly expensive)
3) Similar enough to the d20 system that players don't lose their minds [which cuts out many dice pool systems]
4) Rich enough with content and growth potential that we don't get tired of it after a month