Generic systems are my 'thing'; I love the flexibility of being able to throw together a campaign based on my latest inspiration, be that a book, TV programme or movie of any kind. I've been a GURPS player and GM for over 30 years, and also have a solid couple of years of Savage Worlds under my belt.
The rest of my group are less sold on the concept and so I keep looking for alternative generic rule sets that might be more satisfying for my group as a whole. We played a chunk of Fate (3rd edition IIRC - the one before Core) but they really didn't get the concept of aspects and it wasn't as differentiated as they would like in terms of game effect for such things. Savage Worlds wasn't quite as 'broad and deep' in terms of character design to satisfy their gaming tastes. GURPS is baselined a bit less action than I prefer, which is why I have tended to move away from it despite owning pretty much all of 3rd edition and all of 4th edition.
I'm currently learning Hero 6th Edition and will be running my first campaign of that soon - it's a really solid system and I have high hopes that it will meet more of our needs.
In my experience there is no such thing as a 'best' universal system, only 'best for you'. Although all the games I like to play are based on generic systems they each have a different 'flavour' that infuses everything you do with them. Play the same campaign concept with Fate, Savage Worlds or GURPS and it will feel very differently in play. My current aim is to have a small stable of generic systems that my group are happy to play and I can pick the best fit for a specific context.
My 'hot take' would be that Fate works well with narrative concepts (e.g. story beats), Savage Worlds does action heroes and GURPS does high verisimilitude. Hero is also an action adventure style system, but has more 'stuff' in it than Savage Worlds. 'Action adventure' is the default baseline of all the campaigns I run so Savage Worlds was good from my perspective and I am hoping that Hero will be, too, whilst also having more differentiation than Savage Worlds provided which will keep my group happy.
My ultimate aim is to persuade someone else to run games in my generic system of choice, however to have a chance of that I first need to run a game or two so the other GMs in our group get comfortable with the system (I am lucky - our group of seven has four regular and one irregular GMs).