The social engineering is what I miss. I prefer having a reward economy that nudges players towards the game’s themes and creative agenda. I want it to work like the fate point economy in Fate or the XP reward cycle in games like Blades in the Dark or Dungeon World. The way hero points in PF2 (and inspiration in 5e) work feels like rewarding players for doing something they were going to do anyway.
Another good example would be the Destiny Point system in FFG's Star Wars RPG. You generate a pool of light and dark side points, where the GM can use the dark side points and the players can use the light side points to get advantages or add parts to the narrative. However, whenever you use one you flip it to the other side, so there's some interesting push and pull, as well as a nice system that allows the GM to use fiat to make things more difficult while also giving the players a reward for it. It also plays into certain character powers.