Psion
Adventurer
Gurps rewards characters who take role-playing disadvantages with power gaming advantages. AD&D never did something like that.
Actually, it did. See: 1e UA barbarian and cavalier.
But yeah. I don't like GURPS. While almost a model of point base systems, it's almost a case study of their downfalls. A few things that make me avoid the system like the plague:
- Disads are a point farm in GURPS. To be fair, they are a point farm in HERO too, but hero, being originally written to emulate superheroes in, it sort of made sense for. But for GURPS, the benefits of picking up disads could not be easily ignored and it made the characters very bizarre.
- Chargen is tedious, as was already mentioned. Sure you can do anything, but would you want to? It's easy to make characters who focus only on important skills and put 1/2 point in everything else. I found that running GURPS, the GM has to do a lot more handholding than many other systems.
- Too few attributes, attributes too influential, leads to many character being "Jacks of All trades dextrous" or "Jacks of all trades intellectual."