Hey, I don't mind it if you insult GURPS GM's. There are so many tho that I'd peg the game system first.
I was insulting your GURPS GMs. The ones I've played with have had no problem running a fun and lengthy campaign, thank you. Well the good ones anyays...
I do not play AD&D 3 or 4.
It's fine you enjoy using the old rules but I find the older the D&D rule set is the less logically it's laid out. Armor class starting at 9 for basic humans? THAC0? Hit points? So I'm to believe that my level 18 character can take 20 hits from a battle axe? Or did the battle axe just nick him 20 times and he bled out? Maybe he was nicked 19 times with no effect to his well being (what are the odds of that?) and the last hit actually hit him square? Armor that makes weapons miss rather than reduce damage like real armor (never mind the fact that real armor would actually make you easier to hit due to encumbrance)? How about the fact that my magic user can never effectively learn how to use an axe without duel classing and having to take on a shit ton of other baggage. I just want him to practice using an axe when the party makes camp for the night! Clerics can't use pointed weapons?! Religious people are some of the most violent people in history, why would they not use pointed weapons!? It just goes on and on...
Sometimes by limiting choices, you bring out the real differences much more distinctly.
I would go the other way and say that by not restricting characters, players get the characters they want rather then their own spin on an archetype. All of the characters you describe below your comment could just as easily be made in GURPS.
Skills are picked up exactly randomly because life demands them- sort of how you pick up skills in real life after you finish college. If you need to learn to sail- maybe your character has it in them-- but maybe they don't have the willpower to finish it and wander off halfway through training. Sort of like how people really behave (as opposed to how they would like to behave).
If skills were picked up randomly in real life there'd be a ton of people who would know how to shoot and maintain a flame thrower, fly a jet plane or build a nuclear reactor for no reason at all. Most important skills individuals posses to any real degree of sufficiency are intentionally learned and practiced. I know how to drive because I watched others do it and payed attention, went to driving school, and then practiced a whole bunch. From there I got even better by using said skill regularly. All of this was done intentionaly.
Me choosing for my character to learn "axe wielding" is me role-playing my character as practicing using an axe while the party is camped for the night or perhaps some other likely scenario. My character randomly picking up "singing" as a skill even though my character, as I've created him, has no interest in singing, just makes no sense at all.
Also, I don't know why you keep bringing up Champions, I certainly never mentioned it as an alternative to D&D. If I want a super hero game I'll plug in the GURPS Supers book with a Modern Tech book and then throw in PSI, Robots, Aliens, Sci-Fi, or whatever else I can think of for added flair that fits my vision for my campaign. I've heard bad things about the Champions rule set and so have never tried it.