Another thing I just thought of ---
I probably started my true "GM career" later than most.
Sure, I messed around a bit as a teenager, but never actually GM'd anything remotely resembling a real campaign.
When I got back into the hobby in my mid-20s with D&D 3, I was always a player.
It wasn't until 2009, maybe, with Pathfinder 1e, that I made a real, true attempt at GM-ing. So for those of you who have been GM-ing longer than 13 years, I'm sure what I'm about to say will ring even more true.
But the longer I go as a GM, the less tolerance I feel for players who simply CANNOT, for the life of them, try anything other than their usual "schtick" as a character.
And maybe that's just normal --- the longer you play, the more you know what you like, so why should you play something you don't like?
But as a GM, it's just . . . so . . . boring to watch from our side of the table. "Oh brother, here we go again." eye roll
Oh, and one more thing --- the longer I GM, I have a harder and harder time showing tolerance for "shopping cart" play sessions.
Unless it's completely out of whack / out of alignment with the fictional positioning for whatever they're asking for to be available, I just rubber stamp that they now have what they want and move on.
And I think I've developed that attitude because as a GM, I'm just so completely over the need for players to feel like acquiring new gear is equivalent to "making progress." It's a terrible psychological holdover of "trad" / OSR play.
I really, really want players to get away from the mindset that acquiring new loot is somehow equivalent to making narrative progress. It tells me as a GM I'm failing, because it means that the players don't feel they have enough narrative control, and are trying to acquire enough "gear and loot" that they'll feel they have more narrative control than they do now.