There are certain aspects I can see in my mind as far as modular game design. I can see how they would add different subsets to the game as far as complexity.
However, I'm skeptical on the whole simple vs complex yet balanced.
How can one character be extremely simple, while another have a ton of different options and expect them both to be balanced in play? We've seen enough imbalance when players have access to the same materials!
It is brain-twisting, but I can see how it could work. Look at this skill thing I posted on another thread. Two characters have completely different write-ups, one with no skills at all and one with many, and they can still have a balanced chance of success. Essentially the choice might be:
a) A similar chance at all skill rolls, just varied on ability; and
b) The minute variation of a skill point expenditure if you want it.
c) A host of stuff in-between, like skill groups or whatever.
I'm assuming Wizards can come up with something much more elegant than I did, and balance it for likelihood of skills needing to be rolled and other details I didn't cover.