Consistent math Mk II
A high roll is better, every time -or- a low roll is better, every time.
Doesn't matter to me. We use roll-over and roll-under all the time, depending on what the roll is for.
Just tell me which dice to roll, I'll tell you the result, you tell me what it does.
As for what I'd want in a game:
Simple mechanics. I don't care if there's lots of different mechanics for different purposes (IMO this works better than trying to shoehorn everything into a 'unified system') as long as each of those mechanics is reasonably simple in itself, and-or I-as-player can leave the mechanical side of things to the DM.
Fast, simple character generation. Ideally, once I've done it a few times and got familiar with the system I should be able to bang out a character in 15 minutes tops.
Character generation, not character build. Bake in the class-based benefits (or equivalents) and do away with most if not all level-up choices, both for niche protection and to get away from the character-build sub-game. You're class x, which means you know what you're going to get when for benefits and power-ups.
Personality and characterization first, mechanics and power-ups second. Put another way, design the game such that levelling up is an occasional side effect of continued play rather than the ongoing reason for it. (at the extreme end of this line of thought a character would never level up at all; I don't go quite that far)
Flexibility of playstyle. Design the game neutrally, without thought as to how you expect it to be played; because if you have expectations as to how it'll be played you're going to design for that, be it intentionally or subconsciously. Instead, make it flexible enough to handle as many different playstyles as possible - grim'n'gritty, sandbox, railroad, epic, narrative, simulation-realist, exploratory, social, tactical, space-based, maritime-based, heroic, murderhobo, high-magic, low-magic, solo, big-table, etc. etc.; and where these goals conflict, take the average.
Make it open-ended. Don't put a 'cap' level on it; design it such that a table can start playing and keep going as long as it likes, be that 6 weeks or 6 months or 30 years. (this ties in a bit with what I said a few points up regarding slow level advancement; and with flexibility)
Remember the GM. Give the GM some useful advice on how to run any RPG, but also give some on how to run
this particular RPG. Along with this, give the GM some useful advice on setting construction and-or worldbuilding.
Remember the GM, part II. Include a well-written sample adventure with the GM's guide, and reference this when giving advice on adventure design (e.g. Advice:
in an underground adventure, remember to use verticality, three-dimensionality, and multiple vertical access points in your designs.
This provides the adventurers with more choices and options as to how to explore the complex, and in what sequence. For an example, in Lost Fans of Minedelver
notice there's four different ways to access level 3 from level 2 (three stairways and a ladder-shaft) while yet another stairway goes from level 2 straight to the surface, bypassing level 1.)