I'll usually play Traveller, but not an outright merc wargame. One of the things I like about Traveller is that it's a game where sensible people
avoid combat. My limit in that direction would be something like Twilight 2000, where you're dealing with locals and other small groups and there's lots of dealmaking and problem solving.
The Broken Circle with its "four keys" sounds suspiciously like a CRPG. It probably isn't, but I can't read "four keys" without reaching for the "quit game" button. Yes, this is unfair.
Glory Road (D&D crawl) probably
should be a CRPG -- computers can handle that stuff, and the fights take a few minutes (of fun tactical decision making) instead of a few hours (of boring paperwork).
Swordspoint could be OK, but I can't get a handle on the setting from your blurb -- are we looking at Greyhawk minus spells here, or something else? The intrigue sounds cool. If you set it in the West Wing I'd be all over it, at the moment I'm not sure. I wonder are there an implications to the intrigue outside the "hill", will it change the world, advance a cause? If I can get an emotional stake here, rather than collecting position and influence instead of XP and loot, that would be way cool. Also, I can think of mechanics I'd rather use for a game of influence and relationships. True 20 just isn't that far off D&D, why not do the job properly and use something like FATE or Heroquest? And if you're going to play decadent, play
decadent.
The Last Emperor: the genre (investigation and operations) is perfect, but fantasy settings do little for me and fantasy/sci-fi crossovers make me nauseous.
What I'd really like is the setting from your first option hosting the genre from your last, i.e. a Traveller spy game.