The problem GURPS has is that it's now too much beholden to its own design paradigm (much like D&D) to really go anywhere different without spurning its (miniscule) existing market.
The people who like GURPS are the kind of people who are married to the core system at a near-metaphysical level. Tossing out a new edition that makes broad changes negates the hard-earned system mastery that lives at the heart of GURPS fandom.
I gave away whatever GURPS material I had when I moved recently. Literally walked in to a local FLGS, dropped the books on the counter and said, "I don't want these. Feel free to take them and sell them, I don't even want store credit."
For me to ever consider buying GURPS material of any kind, they'd have to basically redesign it into something very different.
- Ditch the 3 core stats model
- Ditch roll under
- Switch to a flatter two-die bell curve instead of a three-die, or switch to a roll-and-keep system.
- Change to a 5-second combat round.
- Change the attack vs. active+passive defense paradigm.
- Consolidate skill areas
So yeah, I basically want nothing like GURPS at all . . . And to top it off, I despise "Infinite Worlds" style settings, both GURPS' version of it as well as RIFTS.
Bottom line -- People who actually
want GURPS will
want GURPS, and not something else. As a result, I suspect GURPS 5e when it rolls around will be closer to "GURPS 4e Expanded and Revised" than an actual edition change.