I'm pretty adamant that not only are there no ideal systems, there isn't even the possibility of one, or even the possibility of a true universal system (capable of doing all kinds of games adequately, if falling short of the ideal). I like Hero as much as anyone can, and not play it all the time, and agree it is very generic, but I find it sorely lacking as a universal system because it has failed to produce the kind of game our group wanted on more than one occasion. Other times, it has worked great.
So my "ideal" system would actually be rather narrow, because it would be addressing some types of play that, to my knowledge, no current game does well. It's not an exhaustive description, but one thing it would do well is use a skill-system (or something very similar) of interlocking abilities which resolved into actual mechanics on the fly, as needed, but with a minimum of handwaving or complexity. That's a tall order--of which I'm well aware, since I've been putzing around with such a design for several years. I can almost get there on that one goal, provided that I make several other sacrifices that I'm not willing to make.
Oh, and it also has to be optimized for a large number of players, with select "GM duties" distributed among the players. Those two requirements happen to complicate the first one.
