True20 is my choice on the rare occasion when I want to run a 'rules light' game.
It is a very quick game to make conversions for - so, when I wanted to run my Delta Green game (normally run with Spycraft 2.0) for a bunch of kids at a summer program True 20 was the system I chose - easy enough to convert that I didn't need more than a handful of notes. Ditto for my Steampunk/Spycraft game - I could do a quick conversion and run with it.
Don't get me wrong - I love Spycraft 2.0, but the massive tome is a tad intimidating when you contemplate teaching it to a roomful of energetic twelve year olds.
The damage save makes survival at low experience easier, and also makes survival at higher experience more difficult. Much of the team got injured early on, and the results dogged them for the rest of the scenario. Being injured has a broad effect on just about everything.
As an aside - the kids in the Delta Green game did a bang up job of planning out their mission. It made me feel guilty as Hell when their beautifully made plans turned out to be for naught, the mission that they were sent on had very little to do with the one for which they had been briefed. (The theme for that summer was 'Things Go Horribly Wrong'.)
The kids did a better job adjusting to the changed circumstances than my regular group did.
The Auld Grump