I haven't read through all 11 pages of comments so far (no offense), but to me, the "fewer specific rules" dilemma comes down to one major issue: is your DM an







?
Seriously. The thing that I believe made previous editions potentially
annoying (besides restrictive character generation) but also potentially
great was that the DM could basically make up any old crap he wanted, and you - as a player - would have to go along. Whether or not this is a good thing ultimately comes down to whether or not your DM was a good DM. Codifying the rules more exactly - a la 3.5 - took some of the "make up any old crap" power away from the DM. This enabled poor DMs to just use the RAW to run adventures without the extra time and worry to develop material, and it also helped "protect" players from overt abuse ("ah, but that red dragon can't just turn us all to stone - it's not that powerful!"). Conversely, it also stymied the DM's ability to make up good original stuff as well, or to effectively fool long-time (read: MM-memorizing) players.
You gotta take the good with the bad. And in this case, open-ended rules allows for extremely wide-ranging plots and devices, constantly fresh material, and potentially great storytelling. It also allows for narcissistic, over-compensating, sadistic







s to take out their lives' frustrations on unsuspecting, unassuming (and potentially innocent) players. Heavily codified rules reduce the chance for both.
Which is better? It's really up to the individual/gaming group/DM. Apparently WotC tried B and they're swinging back toward A now.