Gospog said:
If you're not using the rules and your game is going well, why do you want another rules set?
It sounds like you don't need them.
I'm not trying to be contrary. Heck I envy you!
The less rules I need to use, the happier I am!
Just a thought. Good luck with your game.
-Tom
Heh, I take your point.

Actually, your post made me pause for thought.
I guess there's more to it than just looking for a rules-lite system (which isn't my underlying concern, I love d20), but rather finding a rules-set that is tailored to the style of gameplay and, more crucially, the style of player that I have in the game. Two of my three players are experienced roleplayers but very new to d20, and they always seem to run headling into the rules rather than embracing them. Very rarely is a tactic or option discussed in terms of what the rules allow, and there is so much roleplaying going on that skill checks and so forth just seem out of place at the table.
Another problem I have is making modern combat exciting and unpredictable. The campaign is currently very light on fantastic elements (FX in d20M parlance), and I find that I'm leaving the RAW more and more behind in trying to make gunfights interesting and full of options for the players. It's become very apparent to me just how much the d20 combat system is geared (unsurprisingly, of course) to running multiple combatants all with very different approaches to the fight. When you reduce those options down to guns, knives, and fists, the system, if not breaking down completely, loses a lot of its charm. I was hoping to find a more free-form combat system which would fit a little better with the game.
A game with no rules framework does not appeal to me, because mechanics and roleplaying are two sides to the same coin as far as I'm concerned. So I'm really searching for that middle ground.
Many thanks for your reply Tom!