Nice stark description of different priorities. To me, I would be wary of the type of game you describe unless I knew the DM was really, really good. It's funny to me whenever people say that old style D&D requires an exceptional DM to pull off. For me I'm much more choosy over the DM in a story-based game than a challenge-based game. I don't really like the idea of being the hero all the time. I'm not 100% over to the other side (eg Dungeon Crawl Classics' marketing: "You're no hero. You're a reaver, a slayer...") but I like the idea of just kind of wandering around trying to make it, like a 1930s S&S character. Or a 1930s hobo.
I agree that this is what I want. Golden age Sword and Sorcery is a blast. The problem is, that is pretty orthagonal to the idea of "let's look up the weight limits of our stuff!", everyone is referencing books to find new spells to use, style of play. " At least to me.
You never see this sort of tactical planning in sword and sorcery fiction. You see this sort of thing more in Police Procedurals and that genre, where part of the draw of that genre is what I've heard called "Science Porn". You've seen it if you've watched something like CSI. The police have a bunch of clues to test out. The music starts (boom chicka bow wow) and we get a montage of guys and girls in lab coats staring intensely at beakers and machines.
You get roughly the same sort of scene in the old A-Team and 80's action genre TV shows where the A-Team would be faced with some sort of challenge and you'd get a montage of the team preparing for whatever it was they were going to face.
And there's nothing wrong with that. It's fun and, let's be honest, it's certainly popular.
But, what it's not is Sword and Sorcery genre. You never see Conan coming up with lengthy methodical plans for dealing with stuff. You never see Elric pouring over maps, selecting just the right spell and the right equipment. You never see Croaker (Black Company) spending all sorts of time in the planning stages of anything. It's nearly always, bare bones plan, initiate and react. Very high paced, very exciting.
What you never see, which I've certainly seen more than a few times in "let's look up the weight limits of our stuff!", everyone is referencing books to find new spells to use, style of play" is the group spending three hours trying to figure out the exact wording of the questions to use in a Commune spell.
