Other than disagreeing with the idea that I’m saying “the system is bad”, which comes across as me making a normative judgment, and I feel I tried pretty hard to avoid that in my postings, you’re essentially correct in your interpretations of my stance.
I apologize. I was trying for a
very abbreviated summary, rather than my usual logorrhea. I attributed to you something you don't actually believe. I'm sorry.
Edit: To expand on this a little more, my OP was kinda vibey and I hadn't really fully examined my thoughts on what was appealing to me.
Thinking on it more, I realize I like the process of making NPCs, where I can dream up a few features that fit the concept, do a quick math balance to make sure the numbers work out, and then just run it. Nothing extraneous, no wasted abilities.
And a lot of my homebrew attempts are similar, making subclasses for casters that lose access to almost all their spell lists in order to have just a few strong combat and utility options. I guess I just want the freedom to make a character that can do one or two things well, right from the start, even if they're spells, and leveling just makes a few numbers go up.
It sounds to me, then, like the system you
actually want is Dungeon World, or any of the various other PbtA systems.
Because that's literally what I do every other session. Even for my players. Sure, playbooks exist and I can leverage them. I have, many times! I even paid money for a 3PP supplement because the mechanics were very well-made. I've invented a "Compendium Class" (the equivalent of a specialized Prestige Class, more or less, but one
deeply rooted in narrative) for one of my players, and it's looking like I'm about to invent another for the player that is pretty close to tapping out the playbook he's working with (because I think DW's default rules for reaching level 10 suck, and use my own instead).
It's not hard. In fact, it's so easy I've only had two times where it failed to work the way I wanted, and it took exactly one iteration to fix each of those times.
If you haven't ever played it, I strongly recommend giving Dungeon World a shot. There's a new edition in the works...and I think it would be accurate to say I'm somewhere between "hopeful but very skeptical" and "cautiously optimistic". They seem to be genuinely listening to feedback, which is very nice. At the same time, they also seem to very much intend
radical change, which I am...not yet convinced is a good idea. Time will tell.
You can get all of the rules for free online, IIRC it's CC-by licensed.