Robin's Laws of Good Game Mastering, p. 7 (Picking Your Rules Set):
Anyone who's spent any time at all reading Internet arguments concerning the merits of various rules systems has seen the following exchange about a billion times:
First Arguer: "Rules system X rules. Unlike rules system Y, which sucks!"
Second Arguer: "Clearly, you possess the morals and common sense of a rabid baboon! Everyone knows that system Y rules and system X sucks!"
Third Arguer: "A pox on both of your houses! Everyone knows it's the GM, not the rules, that makes a good game!"
Both the first and the second arguers would be correct, if they were prepared to specify what they need from a rules set, and to admit that their requirements might differ from one another. The first arguer might want, for example, a system that works well for ultra-powerful characters, while the second cares only about more down-to-earth PCs.
The tendency to confuse personal taste with objective quality is nearly universal. When we have a negative emotional reaction to something, whether that be a song, a movie, or a rules set, we rarely think, "Oh, that's not my cup of tea." Instead, we think, "Ugh! That's awful!" This basic principle of human perception is difficult to overcome, even when we're intellectually aware of it. ...