Our goal is to capture the feel of Robert E. Howard's Conan stories in a fun game. Neither REH, nor this game, attempts to recreate reality. I have my actual life for that. Lots of people love pulp, and pulp does not have to be bad. Raiders of the Lost Ark took pulp and serials and made them into a great film. It's still pulp, but it's also great. It sound to me like you prefer narrativist games. That's totally cool, but why get angry at a game for not being the kind of game you want?
Speaking of, what do you and WaterBob want from a Conan game?
I don't care if the rules are lite or crunchy, as long as they are well written rules, and the game is fun to play.
I want a game that captures the gritty feel of Conan's Hyborian Age.
I want to be able to create new and interesting characters for the game--even those that are vastly different from Conan--but still fits with the Hyborian Age.
I want to be able to re-create Conan, or a character very similar to Conan, using the game.
I want rules that simulate what I've read in the stories. Since Conan jumped onto Belit's Tigress and fought off a deck full of her Black Corsairs without getting much of a scratch because of his chain hauberk, then I want it to be possible to duplicate that in the game--where a chain hauberk will protect any character (that knows how to use the armor) as well.
I want a Barbarian or Zamorian Thief, wearing only a loincloth, carrying on a knife, to be a viable combat choice. Armor should be extremely protective, as Conan says of it in Beyond The Black River. At the same time, armor should not be a requirement for all types of fighting. There should be a negative to wearing armor--something that makes not wearing armor attractive. Maybe it's fatigue. Maybe it's heat. I want a mechanic reason, that makes sense, for why people wear armor in combat but tend to shed it when they can. There certainly should be a penalty for sleeping in it.
I want rules that serve the game--rules that are easy to understand, and easy to play, but don't draw attention to themselves. I want my players thinking about the scenario--living through the game via their character's eyes. I don't want my players focusing on dice and modifiers and checks.
I want interesting, exotic equipment such as that Taurus had in
The Tower of the Elephant.
I want a smart system for fighting large scale battles, so that the major combats shown in Black Colossus can be played. This should be a flexible system, easily used with Black Corsairs sacking a village in Shem or a tribe of Picts nailig an Aquilonan Fort. I want to use a version of it to run ship battles.
I want combat to be gritty, and immersive, so that players feel the excitement through the mechanics.
I'm sure I can think of some other things, but that will do for starters.