First of all thank you for your long reply to my rant, and I beg your pardon on my not intended insult that your philosophies are stupid. In fact I see that you have got quite interesting philosophies.
On Vancian casting: I do not like it either. Back in 2e we replaced it with spell slots because the cleric would never have the right spell for every illness and would have felt
helpless not to be able to contribute.
Spellpoints are a very good solution also, in fact the 5 E sorcerer class is imho really powerful just because of this mechanic. (Some people disagree I never understood their arguments)
I do play MMORPGs to, atm my favourite is DDO that one got really cool old school dungeons but also hack and slay scenarios and great riddles. I also enjoy LOTRO and play a bit of SWTOR but rarely.
Sorry to again pick MMORPGs as a comparison but this fits to well: I also tried neverwinter a D&D MMORPG with much more players than DDO but whereas in DDO you got to find a hidden Door in neverwinter a twinkling path always leads you to the direct quest solution.
So that is one thing I enjoy in D&D very much it is riddles. I tend to invent riddles for my players when I DM. In riddles I do not only mean mechanical puzzles but also RP orientared riddles. In one of my last sessions I told one of my players to make a saving throw which he botched and I told him in secret that he is now madly in love with a woman who in reality was a succubus. And he rpd it so perfectly, all the other players were so confused and I had great laughs on the grotesque situation. He did get a big XP boon and an inspiration for that.
I also like it to design combats so that they nearly kill the players but not actually - only with very bad luck. And I do not cheat as a DM because my current group does not want that. So I do all the rolls in the open and work without a screen. And that gives me deeper inner satisfaction when again i designed a group of mobs exactly to the point
The orcs in my current Greyhawk campaigned are modelled as PCs rather than following the monster guidelines, that adds to the challenge.
I like to reflect a certain time period in real history in terms of technology and items available.
For my current campaign its 30 years war just without guns.
I like logic consistency within my games I hate if I have to handwave to much. A bit of it is ok. And maybe therefore I rather restrict in race class available to play since I am a working man and do not want to spend to much time on my design. It simply makes things easier than an anything goes. But if my players wish something to exist I discuss it with them and if possible I integrate it because its their fun and spare time as much has mine.
Your take on alignment is interesting would you eventually in another thread elaborate a bit more about it?
All fine, I'm no native speaker either

I also like riddles, especially in TTRPGs where you can try to solve them even more creatively than in a computer game. Also... PC characters reacting in a, hm, logical way to things they botched or fields they are not good in is great fun as well. I remember having a fighter who just had no sense of direction. She confused left and right and refused to succeed on survival checks when it came to finding the path. She'd get lost in every building with more than 1 storey.
Combat encounters... the challenging ones I build the very same way. I don't use too much unavoidable combat and when I do throw the PCs into combat, it should mean something.
For tech, I'd rather mix and match, but it has to make sense for me. The new 7th Sea had a great section on which technology was developed how far since the previous edition and in contrast to what happened in our RL history. Our Zeitgeist PF campaign is also a mix of early industry and magic without getting too steampunky.
As I said, I ask my players what they'd like to play in a given scenario and why. If they want to play something seemingly exotic, then I either let it be exotic (if they want to) or I integrate it as unusual, or even common. I always follow the credo that the world and universe we play in is ours to decide. It does have to be consistent, have consequences and make sense. But the elements which make up the world can differ hugely from ours.
We can discuss alignment in a different thread, sure
