Zardnaar
Legend
The issue there is when every single choice interacts with DPS. Pathfinder 1E was very much guilty of that, where it seemed like every possible choice point gave an option between something useful and something not-useful. Traits were fun, up until they introduced traits that improved your combat performance, at which point they became a tax.
You could address that by having different groups of choices, which don't interact with each other. Maybe you get a DPS-type feat at levels 2/6/10, and those interact with accuracy or damage or targeting; but you also get a defense feat at levels 4/8/12, which gives HP or AC or saves; and a skill feat at level 1/5/9, which increases your bonus or gives you new skill usages or training in new skills. As long as you don't have to choose between useful things and non-useful things at the same decision-point, you can offer a lot of choices without worrying as much about how they combine.
One of the major design differences between the most recent editions of GURPS and Shadowrun is that GURPS gives you a single pool of points with which to buy everything (and you can even sell back stats, to get extra points for skills or powers), where Shadowrun gives you points that are explicitly tagged for stats and skills and powers and gear. The silo-ing off of different character parameters goes a long way to prevent the sort of shenanigans that happen with GURPS.
I think Pathfinder 2 has tried this and its somethig I am struggling with, simplicity vs non combat options. Think I'll have to bake in some non combat options into some classes, but I kind of want something like 2E WP/NWP in concept. Bonus feats (martial) and bonus feats (expert) might be the way to do it.
Martial classes might get 12 feats for example. Rogues get 9 expert, 3 martial ones, fighters get 9 combat and 3 martial ones and Paladins and Rangers get 6 of each.