Most fantasy rpgs can be run without miniatures, it would be helpful to have a better idea of the style of fantasy rpg you want. Rules-light or rules-heavy, high or low magic, sword and sorcery or modern fantasy, what kind of magic system is preferred, and do you prefer single or multiple magic systems? Also, do you prefer a system that you can learn and then use for other types of games, or a system linked to the world setting?
Given that the players are already familliar with White Wolf, I would recommend using a White Wolf system. Mage the Sorceror's Crusade would work. Alternately, the system for Mage the Awakening could be modified to accommodate a medieval fantasy rather than modern fantasy.
Generic systems such as HERO, GURPS, and Savage Worlds are good if you want to be able to use the system for other games later. Also, if the players learn them, there will be a wider range of other games they can play (or run if they GM) later on. Savage Worlds is the simplest of these three systems and has the easiest entry point ($10 Explorer's Edition for the basic rules), and has a lot of ongoing support for a variety of genres, as well as numerous settings and plot point campaigns that can be used.
Legends of Anglerre uses at its core the FATE system, so using it opens up options for other types of games later. The FATE system is one of the more narratively oriented systems, which can be a benefit or a drawback depending on how you like that playstyle.
Runequest is a nice and relatively simple fantasy system. It uses the Basic Roleplaying System at its core, and percentile dice rolls for most of play.
Pathfinder can be run without miniatures to the same degree that D&D 3e/3.5 could. The easiest way to deal with AoOs is to remove them.