The-Magic-Sword
Small Ball Archmage
Which might be part of my issue with itCompromise is more readily (in games) brought about by differences rather than conflict, though in some cases they could be viewed as the same. The Classic style, which I myself refer to it as, results from informed need, and the latter will differ greatly depending on DM or player inquiry. That the system is open to change does not predispose it to a chaotic wish fest. It assumes reasoned design principals in its inquiry and execution phases.
"It assumes reasoned design principals in its inquiry and execution phases" is hardly an effortless standard for a GM to live up to when modifying their game to suit their needs.
I enjoy the tinkering and game design of it (it fulfills a longtime desire of mine to engage with game design) but I suspect it does less to support me in that goal than other frameworks-- even those originally designed with the open stance Gary espoused, I have an abiding admiration for the old systems he espoused it in, because they give the GM so much support for their tinkering, even while encouraging them to change it as they please.
I can pop open ADND, and much of his other works and get a nicely comprehensive ruleset ready to help me adjudicate, 5e doesn't provide that framework.