I definitely think games with a lot of rules exceptions, usually in the form of "feats" or other "special abilities" inherently make a game crunchier, or more complex/complicated. The more often my brain needs to "remember how X works differently" the harder it is for me to parse a system's rules. The more things work in the same or very similar manner, the easier it is to remember, the less likely I will need to double check stuff, and the more likely that a quick "ruling to maintain flow" is likely to be more or less correct (or at least in line with the overall spirit of the rules). Case in point (for me anyway) are the various d100/BRP/RQ "family" of games, like Mythras, Pendragon, CoC, etc. While they look complicated on paper, and may even seem complicated when reading them, most of them don't use exception based rules, so are much easier to internalize. The various aspects like, Attributes, Skills, Passions, Personality Traits, etc. all function pretty much the same, they just apply do different parts of the narrative experience. So much easier to use than a system where do this, except in this situation, or if you have X ability, or only if that happens, or sometimes but only when Y applies. Exception based rules are WAY harder to memorize and make "rulings" for IMHO.