Neonchameleon
Legend
I think the exact opposite is true. For CAS to be enjoyable you need a certain amount of combat rules to keep things interesting. For CAW you can leave more to DM adjudication and let the dice decide. Either can of course be supported by very complex systems like GURPS, but how much of those rules is actually relevant to the CAW/CAS distinction?
You can think what you want. But are you arguing that either (a) Wushu is CAW rather than CAS or (b) Wushu is other than extremely rules light?
If you're not aware of Wushu, you have four stats you determine ranging from 2 to 5 (with one being your weak stat). The combat mechanic is that you roll a number of dice equal to the number of elements in your description up to the scene cap, and each one equal or under your stat is a success either for attacking or blocking (you declare which dice is which in advance). You have three qi points (read hit points) and an unblocked attack does one hit point.
And ... that is pretty much the whole ruleset. Nothing like feats in there. It produces some of the best high action combat and narrative description going.