Jackalope King:
I appreciate you didn't like C&C, but your post displayed so many assumptions fundamentally alien to my conception of what good gaming is that I can't help but wonder why you thought you'd like C&C in the first place.
In any event, I'd like to quibble with part of your criticisms- your GM's inability to handle a rules-light system isn't a very convincing indictment of that system. I mean, what the heck was that stuff about knights not being able to move like thieves? Or being unable to handle a stunt with a horse? I mean, from your descriptions, he was clearly incompetent, and badly so. A GM who couldn't handle using Strength to hold back attackers would be one whose table I would not return to.
I think the key point is that he felt it somehow necessary to import rules for tripping, disarming, etc, and was uncomfortable departing from the book. That, to me, is completely ridiculous. Why would you need rules for disarming? A dexterity check, perhaps opposed by the opponent. Tripping? A Dexterity check, perhaps opposed by the Opponent...
And, I mean, really? Thieves can dodge, but Knights can not? Why would that ever make sense?
As for 'small amount of character creation options', I would argue that C&C has exactly the same number of character creation options virtually every other RPG has ever had.
As for 'boring combat', combat is about as interesting as you make it...
Yargh. In any event, I don't think C&C is the game for you or your GM, but I don't think it is due to C&C being a bad game. Just one ill-suited to your style of play.