So! The conundrum set off for me by my dislike of the design direction of the current edition of D&D has led to a close evaluation of options. It has led me down the following path:
Mythras - So I am actually running Mythras on Wednesdays now, which is not much of a stretch as I have run Mythras on and off over the last several years. My goal this time is to maybe, just maybe, stick with it for longer than a short campaign. We shall see; the problem is that my intrigue at the style/approach Mythras offers is often occluded by the more conventional approach D&D and Pathfinder take; or put another way, sometimes deep simulationism and verisimilitude are not as fun, long-term, as slightly gamified fun can offer.
D&D 5.5 - One of my friends sort of talked me into giving it a try, to look at the good options and maybe hold judgement on the bad bits until I see how it plays at the table (and over time). I decided this is a possibility, if I run a campaign that is new, built ground-up on the implied expectations of the new edition. I did devise a decent campaign outline so far, but I am still not feeling overly motivated to run D&D 5.5; my theory is that secretly, maybe even almost unconsciously, I am just really burned out on it all and this is as good an excuse as any to take a break.
Dragonbane - I want to run this but I feel like it needs an expansion rulebook to hold long term interest, and I am regularly thwarted by my players' threats to roll all mallards.
Pathfinder 2E Revised - this actually looks like the best overall prospect to me for continuing a D&D-like style of play without all the finnicky expectations of a new edition that foundationally change the core feel of the game. That said, Pathfinder 2E Remaster has its own special issues, not least of which is trying to figure out what monsters have been arbitrarily renamed or remastered into analogous replacements (e.g. gnolls now being kholos and such). But, aside from that, and my general irritation at may little design decisions in the system, it is still shaping up to maybe be the best choice for me. Except, of course. for.....
Tales of the Valiant - So it's basically D&D 5E, but with some nice revamps, and its main problem is not offering enough player choices (yet). But that aside, it is sort of the default no-brainer for me to continue gaming with. My group does seem deeply interested in D&D 5.5, but I think if I push hard enough I can get them to at least give this a shot.
In digging through my collection I also found a few choice relics that I would like to play but which often get neglected when time to plan something comes up. Specifically:
Swords & Wizardry Revised - this lovely remaster of the S&W Complete rules, now with two additional rules/monster tomes filled with new content and classes are really my favorite iteration of the OSR (aside from OSE). Alas, my only problem with running it is that I am just not sure I could get most of my group to tolerate going to back to an old school state of mind. Last time I ran it (and OSE) I find about half the group would rather sit out a few sessions than bother to play an OSR game. Yeesh!
Forbidden Lands - I was really enjoying reading up and learning the intricacies of this Year Zero Engine based game and in looking at it again I realize it would be a fascinating experience to play. All I need to do is figure out how to "make it my own" in the sense that its default world assumptions are not always in alignment with what I want to do with it.....note that this is the exact same problem I now face with the new D&D books, they have shifted away from D&D as it has existed in prior editions (though maybe not as extreme as FL in terms of the implied world assumptions), but who knows, maybe I could find time to absorb the default setting and figure it all out as it is intended.
Cypher System's Godforsaken and More - Cypher System is a great game, and easy to run. I love a lot of it mechanical elements and focus on story. It has a good series of sourcebooks for supporting fantasy play. Maybe I should consider looking to it for my D&D-likes. It certainly is flexible enough to support the campaign settings I want to adapt to whatever system I pick.
GURPS Fantasy and Dungeon Fantasy - I have never been overly keen to run Dungeon Fantasy because it is essentially taking the core strength of GURPS (its generic, universal flexbility for realistic gaming) and wedded it with D&Disms. If I want D&D dungeon delving, there's always D&D. Same problem with Classic Fantasy for Mythras. But there is regular GURPS and the Fantasy sourcebook (and Magic). It's main problem is one of scope and work; I'd need to put a lot of effort into building stuff out for a game, and at my age I no longer have the time and interest to deal with GURPS's level of fiddliness (Mythras is on the edge of my tolerance level). But! I used to run GURPS all the time with a fairly low level of prep, though usually for modern day or SF games. Maybe I can find a happy middle ground here. Worth thinking about at some point.
Savage Worlds - With the Fantasy Companion and the Pathfinder for Savage Worlds books this would seem to be a no-brainer, but for various reasons I can't quite pinpoint easily, I was finding myself less than satisfied with the system in a recent Supers campaign I ran. I think the sense of gravitas and engagement with the mechanics were not there. Almost....dare I say it....too simplistic and swingy for my tastes, although maybe also my fault for picking a genre (comic books) my group was not terribly into or familiar with. The net result was disppointing, at least to me. So maybe doing fantasy with SW is actually a better bet as the group is most definitely more familiar with this genre and the system in that sense.
Okay! So enough pondering on this for now.