I've got Scum & Villainy for myself, so I am voting for the rules-lite, mass appeal category to get more people to funnel into the hobby outside of D&D (which can be clunky and slow around combat). And by rules-lite, I don't mean your typical incredibly light,. all vibes and barely any GM support. It should be able to run adventures or handle more improv style.
I think FFG Star Wars was actually pretty damn close. Streamlining the narrative positive and negative consequences like how Daggerheart would go a long way - there's no reason a table should ever look at Crit + 3xSuccess + 3x Threat and have to BS their way into making those meaningful. Streamlining the skill list to be simpler to understand and specialize (like how Swords of the Serpentine made Gumshoe fun for me to run!). Streamlining combat and gear a bit more would help. And of course, getting rid of the unique dice. Also, PDFs need to be a must, it's 2026.
But it gave some great basic 101 advice that many RPG books don't bother with - table management. How to actually herd those cats that we call players. It separating campaign premises into different books with a different core mechanic is actually pretty smart - I think it makes a ton of sense to have the Scoundrels, Rebellion and Jedi be uniquely separate games. I'd go further and make the skill list and combat systems match these better too. Obligations are still one of the coolest takes on that mechanic I've seen but it doesn't have as much GM Support as I would like around it.