I also think there are two very big advancements over the past decade:
(i) "Wounds", "Stress", and higher-level abstractions of player points (i.e., character health), and
(ii) Initiative, turn-taking, unit resolution mechanics
(i) doesn't seem to me to be a development of the last decade - most of those concepts are older. Fate's approach with "Stress" is 20+ years old now. I was playing with "wound point" variants in D&D 2e.
(ii) OD&D has initiative. What do you mean by this?
These are parts of why I think of "modern" in terms of overal design, and not individual mechanics. We often learn that individual mechanics are often not new at all - their rise to prominence as part of overall design approaches is what is new.