I have played many, many systems since the early 1980s after I started with the Red Box Basic Set for Dungeons and Dragons. I have seen some very complex games, some very simple games, and many variations in between. Around 2007 or 2008 I had gotten a pdf of the (then) current edition of Savage Worlds, It seemed to be too simple for my preferences at the time. So I decided to pass on it. I think that I deleted it as I have not been able to find a copy of it.
Around 2009 - 20010 my go-to-game was Mutants and Masterminds. It did some things very well but choked on others. Before that my go-to game was GURPS, which was my go-to for about 10 years. I was not satisfied with either of those. I could not put my finger on what I was looking for, but both of them were not it. Someone in a GM Advice gaming group had recommended Savage Worlds. I decided to give it a try. It became my go-to game since the summer of 2010. Savagew Worlds looks like it is a very simple game in comparison to the games that I mentioned above. However, this is very decieving. It is a very customizable "engine".
Aside from the faster game play, what stands out to me as a GM and a player is the character creatiopn and progression. Like GURPS and Mutants and Masterminds, the same "math" is consistent through the entire character management process (be it creation or advancement). I like how each Advance is worth the same. That is my key dissatisfaction with level-based games such as Dungeons and Dragons. Taking a level in one class is not the same value as taking a level in another, and each level is not interchangeable. For example, say that you have 19 levels in Fighter you cannot take one level in Wizard and be equal to another level 20 character. In Savage Worlds each Edge is worth an Edge. If that is not the case, the Edge needs to be revised.
Savage Worlds fits my preferred play style and my own GM style.
It is designed to be customizeable. If you do not like something, change it. But before you do, consider why it is a rule. There are many times that I wanted to change a rule (especially the first year or two that I played) only to find that the rule as written is actually better than I had realized. It LOOKED like a "dumb" rule but in practice it was actuially a very good rule.
There were sevearl rules that I had tended to use, some of them I came up with on my own independently, in previous editions but they have become the official rules for this edition. That was nice to see that what I had been "house ruling" is now official. As such I really like the new edition and I would highly recommend it over the previous editions.
[5 of 5 Stars!]