I think the problem is stemming from a session about a month ago. It was D&D 3e and it had heavy mini use. I think that just crippled what could have been an exciting game. It turned into a wargame instead of an RPG. Ugh.
Now, my own personal style is to use a marker board, but not really heavy on minis and moving x amount of squares, etc. I like an exciting combat that moves fast, I can do that with 3e.
I've tried/own Unisystem (All Flesh, Armageddon), BESM, Savage Worlds, Palladium, GURPS, D&D 3.x, Everquest...etc. I enjoy all of them.
I just think that C&C is just not to my tastes. It's not a hack on the system or product. Cripes, the book is packed! It's a great deal for the money.
Some things I did not really like:
Fighters multi-attack against d6 opponents is a bit silly. By the time they can do multi-attacks, that type of opponent is few and far between. At 8th level I hardly think d6 hit dice creatures are an issue.
Bonus spells only one spell, not the range like 3e.
The leveling and having to train made me chuckle. Wow...never even used that in the original edition (that's easily dropped though).
Some things I REALLY like:
Feats: None. Not that I don't like feats, but at times it's just window dressing that clogs up the works.
Combat structure: No AoO, simplified. (see above for minis burnout).
Simplified 'skill'/attribute check system.
Some nitpicks for the book would be to have the character abilities on that class's xp chart,not in the text. Or at least bulleted in the text for easier reference. That's minor though.
Like I stated earlier, it's a nice product and it seems pretty sound, but I just don't think it's to my taste. Anything that I need fixing in 3e, I've made some minor home rules (like NO minis! ; ) and it would be silly to start all over with another system when 3e does what I want.