I am also up for other systems that wildly differ from these, so what game did that in such a way that it was significantly better play that Rotes or Dynamic?
Good question, and we, being old stalwart RPG'ers (since the '80s) developed a best-of-both-worlds system.
In our Immortal Empires RPG (which is a more complex game system for advanced players), we've got magical fighting arts that have "powers" that are "rote" as you say (10 fighting arts x 40 powers each = 400 unique powers). Each of the 400 is categorized into Physical, Intellectual, Spiritual, and Arcane, which is the most badass category.
We also have an open spell system divided into 15 schools of magic for Lesser and Greater (more powerful) magic: Alteration, Benediction, Charm, Conjuration, Curative, Defensive, Divination, Enchanting, Glimmering, Offensive, Shapeshifting, Time, Travel, Utility, and Weather. Each school has tables for potency, range, effects, duration, etc., and the average time to make a spell is about 15-20 seconds. We enhance this by having a "True Spell" system for your most often used spells, which then would then switch to your "rote" category, I suppose.
In addition to our 15 schools of refined magic, we have Original Magic (just willing stuff to happen), Blood Magic, Wild Magic, Candle Magic, and the very powerful Celestial Magic (which mixes picoTechnology with Greater Magic, used for Cyber and Galactic settings).
The core rulebooks also include hundreds of Synergy Talents, which would be "rote" effects for those players preferring a non or less-magical character.
Our magic system is one of the most fun of any game I've played (and yes, of course, I'm biased), but I've also owned a complete set of the Wizards and Priests Spell Compendiums, and a lot of D&D advanced rulebooks for the rest of them. Needless to say, we sold all of that and are more than content with the IE system.
If you'd like to learn more, let me know. Our books are making their rounds in various outlets, Noble Knight, Amazon, local bookstores, etc.