The thing with generic systems is that while you can generally plug in different trappings into the system, the game will still feel the same. You can play GURPS with swords & spells, or as a Western, or as a Victorian vampire hunter, or as a 40s noir detective, or set on a far-future spaceship. In either case, you're still dealing with a game with hundreds of skills, a strong emphasis on attributes (particularly Dexterity and Intelligence, as those are what most skills are based on and the huge number of skills means it's more efficient to pump base stats), low skill defaults unless your stat is super high, a combat system which slices things down to seconds and uses fairly detailed hit locations (with different effects) and different damage types. There are some things that can soften the game a little, but it'll still fundamentally be the same game.