I've recently been trending into a different phase as well.
When I was younger, I must say, I had a similar experience. Getting to game almost every day and for hours and hours on the weekend, especially in the summer, let to me using weather charts and trying to use armor versus weapon rules and all sorts of other minutia.
Back in those days, I almost never use published adventures, because I was too specific in what I wanted in my adventures. From time to time, I would run them as one shots, but usually only to try out a system I wasn't currently running for a night or so.
I moved into a phase where I didn't game at all for a few years when I was with my ex-wife and we were getting established, having our daughter and the like. When we split up, I realized one of the things I really missed was RPGs.
Getting back in, I ran a game that was suppose to be every other week, but because we had a lot of schedules to juggle, it often turned into a monthly game. I created all of my own adventures for that, as well, and tried to present the world as open as possible for people to run with their own hooks.
Then I started running at a the LFGS, which led to a more stable schedule, but upon letting people "pick their own adventure," we ended up with the whole party off on a quest for one person's character and that player dropping the game. I didn't want to GM myself into a corner like that again, so I started running Adventure Paths.
I was fairly happy with this until recently. The second AP I was running, when the group got to the 4th adventure and the player characters were 9th level, I realized how much I missed customizing adventures to the characters, and I realized that I wasn't going to be happy just tweaking the existing adventure. In fact, I felt like I would be somehow "lying" to the players if I changed the AP too much.
So in my current phase, I'm looking for a game that is both open to PCs determining the path, and simple enough with the rules that it's not too hard for me to adapt threats based on what path they wander down. I've got a group playing DC Adventures and another that I'm about to start in Savage Worlds playing in the Hellfrost setting.
I realized that as a GM, I really missed the full on creative aspect of creating the whole adventure, and I missed the feeling that I could let the PCs go off on a tangent that I hadn't foreseen if they really wanted to follow that course of action. I don't know how well it will work, but I'm really missing it in my GM career, so I'm trying to follow my muse and hoping it will work.