I'm not a big fan of electronics at the gaming table. I consider simplicity such a virtue/necessity that I tend to dislike rpgs that are complicated enough to require or encourage the use of computers.
I'm a huge gadget nerd, but that's not the only reason -- we have a player in our group whose physical limitations make digital aids a necessity -- especially for games that require complex tracking of character abilities and resources.
Out of curiousity, what about Savage Worlds scratches your gamist itches? I haven't played it or run it, but the rules don't strike me as terribly gamist.
Well, it's all about combat when it comes to gamist stuff. There need to be interesting tactical options so it's not just a matter of move and roll dice to see if your attach hits.
Now, you can play SW and just move and attack (at which point it can get lame and swingy like a lot of other games), but the combat system has a pretty robust set of options to play around with. For one thing, they've got really solid mechanics for "tests of wills" in combat -- taunts or intimidations that have a real impact of a target. It has good mechanics for tricks (someone else cited an example of a character picking up a can of beans, tossing it at the enemies and shouting "grenade"). There's a robust enough-yet-still-not-too-complex system for called shots and other ways to try to improve your chance to hurt your target.
The system is very light on the bookkeeping. Most figures have three states -- "Up, Down (shaken), or Off The Table." Shaken is a catch-all condition that represents stunned/distracted/scared/blinded/entangled/befuddled/whatever else. Being shaken, in game terms, denies you actions (until you recover) and makes you a bit easier to hurt. (Can you imagine how much simpler D&D combat could be if the list of conditions was limited to one catchall like shaken?)
PCs and important NPCs are "Wild Cards" who have wounds, and can therefore take a bit more punishment.
Anyway, this is the wrong place to discuss these mechanics in depth. Bottom line -- you can make good, smart, creative choices in combat - gamble on big risks or play it safe, etc. -- but it's still fast-moving and very light on the bookkeeping.
It's a very different game, though -- combat isn't really attrition-based. Not quite as far afield as FATE -- there's enough combat depth to keep the tactical wonks happy.
-rg