No worries. I think we're pretty much on the same side of this particular argument.
 
That was raised by multiple posters upthread. The only reply I recall was from @
Johnny3D3D , who (pretty reasonably, I think) gave it as a reason for preferring the GURPS 3d6.
		
 
 
I did, but it is important (to me) to note that I still like some amount of randomness.  I only mention that because I remember a few early 4E talks which had considered ditching die rolls completely.  What I like about the bell curve created by multiple dice is that it produces more-or-less consistent results, but consistent doesn't necessarily mean predictable.
 
I have a really easy example to illustrate why I started to like the bell curve:
 
Back during the twighlight of 3rd Edition; when 4th Edition was just starting to bud into a twinkle in the eye of WoTC, there were many heated conversations concerning why critical fails on a 1 were a bad rule.  There was one argument in particular which struck me, and that was that a high level fighter in 3rd Edition had a higher chance of critically failing than a low-level fighter by virtue of needing to make more rolls on a d20 for a full attack.  For any given roll on a d20, there is a 5% chance to roll a particular number.  With multiple attacks still using only a single d20 roll for each attack roll, that meant that -with each round- a high level fighter had multiple chances of rolling a 1 in contrast to a level one fighter only having one roll.
 
Now, switch this over to GURPS with 3d6.  The average roll of 3d6 is still 10.5.  However, with multiple dice, the results of a roll are more likely to be somewhere around that average value.  This means that if I have a 'high level' (GURPS does not have levels) fighter who has a sword skill of 16, he will more consistently roll under that number in contrast to someone with a skill of 11 or 12.  (Note also: GURPS is a roll under system.)  When my fighter character becomes more skilled, that does not also mean he somehow has a higher chance of stabbing himself or befalling some other critically-bad fate.  I'm away from my books at the moment, so I forget the exact % chance of rolling each number,  
 
So, what about those criticals?  Normally, a critical success in GURPS is a roll of 3 or 4; a criticall failure is a roll of 17 or 18.  (If that seems odd, remember, it is a roll-under system.)  However, here too there is a rule which makes skill matter.  A roll of 10 less than my effective skill is treated as a critical success.  Remember my high level fighter with the skill of 16?  I can critical by rolling 6 or less.  (This rule caps out at 6 though, so someone with a skill of 17 would still need 6 or better to crit.)  Also, since my skill is so high, critical failure only happens on an 18 now instead of 17 and 18.  Between this and the bell curve, I get a better sense that leveling up means getting better instead of the 3rd Edition model in which being a high level fighter also means I have an increased chance of critical failure.