That's a really good question, but I've played a lot of games this year, and they've all hit the mark. The single biggest thing is that I want a minigame that's going to operate as fun rather than punishment. So we're talking combat as sport and not combat as war. So that OGL game, or a game like C'thulu where when I start with a feeling I've done something wrong at a fight starting doesn't work.What creates that feeling for you?
Hero had a good maneuver/stance system built in. It was robust and provided meaningful choices, even if your PC was not a dedicated martial artist.My general feeling is that I want a lot of meaningful choices, not all always equally useful, and output that gives me a good sense of what has actually happened in the attack exchange. I also prefer that at some of the useful ones don't require specific traits of the attacker to be functional, but its fine if those traits open up options.
On the whole, even though I haven't used it for some time, the Hero System combat system when used at the heroic scale, using hit locations, impairing and disabling, was probably really close to my sweet spot.
I find games more entertaining when there is real risk that the party will fail a combat. This doesn't have to mean character death. It can mean it becomes obvious that "This isn't going to work." and retreat is in order. Or after some character(s) does something stupid that screws up the well crafted party plan.
Too many combats these days assume the party will win. If that is the design intent, why even play out the combat? Save the time and needless die rolling and to straight to the loot division.
If party victory is baked into the design, the combat system doesn't really matter.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.