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My problem has always been that I want it to be both interesting and varied, but also easy to use. As time has shown, such a combination turned out to be impossible.
Well, the fifth edition appeals to me precisely because it successfully combines these aspects. It's certainly not as flexible as the third edition (or 3.5), but it's much easier to learn and handle all sorts of calculations. However, there are a number of nuances here. The first is that character sheets (updating which is a real headache for the GM, as we all know from experience) are usually managed and updated by the players themselves, and the GM only needs to check that everything is correct. If a player forgets to add items/experience/money/abilities to their character, that's their problem. The same applies to combat rolls, which players make for themselves, calculate modifiers from spells and situational abilities, and the GM only makes opposing rolls (if any), describes the success of actions, and makes sure that the player doesn't forget to remove buffs or cheat. But I don't think we would have much of a problem with the latter anyway.