You posted you "only spare a token of time" to research.
There's your issue.
It takes many hours of research to translate ideas to rpg ideas. You need to create player choice into a scenario or sequence of scenarios. That takes time. Just from what you have posted, you aren't putting in the effort. That happens often with GMs when they don't focus.
You might take an idea and pile additional ideas onto that idea, building until you have one concrete scenario, rather than spreading ideas across multiple campaigns. Make that next campaign ridiculously complex for the players and they might appreciate the multiple layers of drama.
Token amount for thinking of alternate routs. I tend to spend much much more time thinking about how to translate an idea. What I often do is try to strip down the idea to what I really like about it and see how I can port over that . The thing is that some are just hard to port over. (Not impossible, but hard.)
One example would have been pacific rim. I watched it, i loved it then said lets make an RPG about it. The tricky part came when I realized the big reason I liked it is that it looked really good. The mechs were so detailed and looked so epic on the screen. I could make a mech fighting monster game (and I did end up drawing some ideas up for that.) I just couldn't think of a way to replicate that level of detail and aw.