Aenghus
Explorer
Couldn't the same type of argument be used for a narrativist system as well... In other words a single system's mechanics will be good at reproducing a certain type of narrative say pulp-action fantasy but breakdown (without modifications and house rules which can be done for either type of system) for producing other types... say dark fantasy... or fairy tale-esque fantasy?
I don't know a lot about narrativist systems, but they tend to be more modern and far more specific in their targetted gamestyle, whereas D&D is a lot more scattershot amongst it's various editions, and has been adapted to run a huge variety of gamestyles by different groups (it being the only tool in the box in the early years).
But my comment was inspired by the irony that in simulation, if you want the best model you have to put aside personal bias and sentiment and use the model that best fits the target criteria, not the one you happen to like the best. This obviously doesn't work for RPGs, where subjectivity and sentiment are a huge part of the whole process, even in so-called simulationism.