Ruin Explorer
Legend
Seems about as easy as 0D&D/BD&D, back when I first started in 1981.
GMs seem to fall into 2 camps: --[I say GMs because I GM other games with the same issues as D&D]
* Those that like math-heavy, "perfectly balanced" encounters
* Those that wing the encounters to be whatever they want, using their previous experience and gut feeling about things
You're sticking stuff together that isn't, in reality, stuck together. There TWO axes here.
1) How much detail and complexity people like in building monsters/NPCs. At one end you have 3.XE/PF, GURPs, and similar ultra-heavy-detail systems full of interdependencies (Feats are particularly bad for this), at the other you have a number of indie systems where NPCs/monsters barely exist at all (most older RPGs tend weakly towards the former, most D&Ds are in the middle or nearer the lighter end).
2) Whether the DM wants to have good information on how tough the encounter is likely to be, or whether he doesn't really care, either because he just doesn't care, or because he is willing to fudge if it's problematic.
Those are DIFFERENT axes. I can prove this (as much as one can on the internet!). We've all, I think, come across GMs who love ultra-detailed NPC building, but loathe balance-type guidelines, and don't really care about balanced encounters - particularly in games like GURPS or Shadowrun (or 3.XE/PF). Equally, I know that, no matter how simple the system, I value information on how hard an encounter is expected to be.
Assuming they are together is just counter-productive!
As for the rest of it, as [MENTION=6690511]GX.Sigma[/MENTION] points out, you seem confused. EL/CR doesn't LIMIT you, it guides you. You can't pretend it's "limiting" you any more than any other PC of DM guidance.