The problem with starting a Crunch Renaissance (Crunchneissance?) is that you need to look at why it failed in the first place.
New players: I get people into the room, down to the table, and they look at the pre-made character sheets. Then the crying starts. It's too much for new players, so they don't keep coming back. At PFS, I like to help new players with the system... but they see the Core book (that's all) and they feel overwhelmed.
GM Time Suck: I hate making stats, and I design my own systems. Doing that for all NPCs is a pain, adding templates to monsters is a pain.
Awfulness: Palladium. Great settings, awful rules. Fiddly details that I have to flip through books for, then at the table I get players pointing out sub-systems that I didn't note; and THEN the night is gone looking at mechanics when we should have been saving princesses from dragons OR (for rifts) saving the DeeBees from ChiTown...
Not only that, but have you looked at the Palladium combat rules? I had a re-look at them the other day, and I could not see what the round-by-round looked like. How does it start? Who goes first? How do you decide these things? Why do so many characters get so many attacks? And why is there a hobo class?
So many of the old systems bog down.
IF you wanted to start a Crunchneissance (crunch-pocalypse?), you'd have to find a working definition for Crunch that also made for a game that was easy to pick up, easy to set up, and played smoothly.
PF kind of fits that as there's just the d20+mods vs DC. After that it's exceptions, plus equipment, plus class abilities. However, you can kind of fake your way through it with a basic character concept (fighter) and add magic with equipment.