Plus, we've got 3 players - and I don't want to run an NPC to balance encounters for them in these strict, class-based games (even though that's less of an issue in Savage Worlds).
"Story player" didn't like 4e.
"Trad player" didn't like Savage Worlds.
Maybe the answer really is 5e - no one's favorite but a "good enough"?
Again, I would suggest giving Fabula Ultima a closer look.
- The story player may find something to like in FU as the game does take influences from "story/narrative games" like Fate, Apocalypse World, and Sorcerer. But these are things that the other players can ignore.
- The Trad Player may find something to like in FU because there are quasi-classes, levels, etc. People here consider it pretty neo-trad as game, though this idea apparently makes the creator sad.
- Your "I want to kick butt and take names!" wife may find something to like in FU as the game takes influence from 4e D&D and 13th Age.
didn’t like tracking inventory
didn't like inventory slots
Inventory Points are a thing but it's not like encumbrance or tracking arrows: IP
"are an abstract resource that characters can spend to create consumable items "on the spot", such as potions and antidotes."
didn't like rolling a survival check to camp in the wilderness
You don't roll for survival to camp in the wilderness, but you do need one of three things to Rest in the wilderness: a magic tent (cost 4 IP), friendly hospitality from someone in exchange for help/money, or a safe location where there is no risk for attack.
didn’t like not getting all their HP back every day
If you Rest in the wilderness or settlement, you recover all HP, MP, and recover from conditions.
didn't like card initiative
I have explained the new version of initiative that the creators uses that isn't in the book: named villains, PCs, and then nameless villains.
didn't like random character creation
didn’t like that they wouldn’t be getting levels (it’s a skill-based game, not class-based)
You build your character in Fabula Ultima. You choose your stats and class levels. PCs start at level 5, as they have to multiclass with 2-3 classes to create their starting character. You can't multiclass into more than three classes unless one of those has reached level 10. But reaching level 10 doesn't mean you get everything in that class, as there is a lot of pick and choose.
didn’t like that it used the metric system (even when I converted it to “squares” for them)
There are no measurements. Positioning doesn't really even matter. If you are getting into a fight, then it's assumed that all enemies, apart from flying ones are within reach each round.
complaints there was exploration
It's not a major focus of play and the GM can be as detailed or abstract as they want here.
I was asked “what made you think we’d actually like this game?”
The answer here if this comes up is because I led you astray.
thought their turns were boring ("all I did one round was roll to defend")
FU doesn't really have actions like in Dragonbane: i.e., defend, dodge, parry, attack, move, etc.
You get starting HP from your Might die size times five plus your character level plus from taking certain classes (though not at each level). So you would still start with 35 HP (d6 x 5 + level 5) if you took no classes that provided additional HP. You can hit hard but so can your foes.
didn't like that boss monsters played by different rules
They may not like this in FU, but again FU follows video game logic. Bosses have limited resources that the GM can spend so that they live and fight another day or "power up."
complaints that there was roleplaying
It will be things like Traits and Bonds that the players can spend their fabula points on, but it generally operates like Fate points or Inspiration: typically used for a bonus or reroll.
didn’t like pushing their rolls and getting disadvantage conditions on future ability checks
You can't push your rolls in FU. That said, status effects in FU lower your relevant die size by one temporarily.
didn’t like that they couldn’t roll to tell when an NPC was hiding a secret (even when I basically just told them that was the case)
I guess you could make a regular check for that: maybe rolling Insight + Willpower. There are guidelines for when to call for a check. However, I don't really like lie detector checks or players using checks like pressing buttons to spin to win.
“I get bored when there’s not fighting. But you can let other people roleplay and explore.”
That may always be an issue if one player wants to roleplay but the other doesn't, and I don't think it's really something that the choice of game can solve.
There is a reason folks say 5E is everyone's second favourite edition.
In my case, it may be my third favorite edition, as both 4e D&D and B/X scratch different itches I have pretty well.