Thomas Shey
Legend
Striven perhaps, but I am not sure it has succeeded. It is certainly detailed, with its 1-second turns and hundreds of skills, but that's not the same thing even if many gamers get those confused. Is it really "realistic" with 9 different Guns skills, multiplied by TL? Do you really need Electronics Operation (Media) as a separate skill from Photography? Does Falconry need to be a skill? Do you need to make the distinction between Filch (taking things that are out in the open without being noticed), Pickpocket (taking things on someone's person without being noticed), and Sleight of Hand? Do you really need to specialize Philosophy by the particular type of philosophy (so Philosophy (Confucianism) is different from Philosophy (Stoicism))?
it depends to some extent on what part of "reality" you care about. Are nine gun skills needed? Maybe not, but one doesn't cut it if you're trying to represent the real distinctions in people (in my shooting days I was approaching an expert with handguns, competent with shotguns, and you probably didn't want me using a rifle; I also would have made a terrible mess with anything with any sort of fully automatic capability). "Need" is another question. Games with high orders of lumping (say, Savage Worlds) function perfectly well. They aren't particularly realistic however (this shows even more strongly with vehicle skills). The question turns on whether realism in that particular fashion is worth the overhead.
(This ignores the question of whether all the splitting/defaulting in GURPS is the proper way to represent the relationship of the different skills involved, which is going to vary widely depending on the degree of knowledge one has about the subject as hand).