Every played a system that you liked, but a couple of the rules just didn't work with your style of play? Try making a house rule. This is something most older players know about and probably do, but those newer to role-playing might not have thought about it. To put it simply, a house rule is something the GM and the players discuss about the mechnics of the game and then come up with an agreed upon new rule of their own creation to fix the problem they're experiencing.
An example of this is in 2nd edition Dungeons & Dragons I had a huge problem with the mage class. They start off with the restriction that they can't wear armor, they get 1 spell per day(that they have to choose at the beginning of the day), and they only get 1d4 hit points. At lower levels their spells aren't very damaging, but most of the things have poor saves so they can be effective. However as they go up in levels their spells become more powerful, but everyone's resistances become stronger too, so their high damaging spells often times get saved against for half damage. The only bonus they had was that most of their spells were an auto hit. Clerics had similar problems, but they (usually) had more spells, armor, and hit points to make up for it.
So what did we do to fix some of the problems with the mages? Well we bumped their hit point die up to 1d6 and allowed all first level charactes to max out starting hit points. We left the armor thing armor thing in place, but we gave them the priests wisdom bonus for extra spells per day. A priest in 2nd edition got bonus spells per level if they had a higher than average wisodm. So we took that scale and used it with the mage's intelligence score. I also allow the priests and mages to to use whatever spells were available to them according to the player's handbook; and, they didn't have to pick one spell at the beinning of the day, they could just cast as they needed it. We also started applying the mages level as a negative to their targets save to make their spells harder to resist.
These may rules may not work for everyone, but they seemd to work well fo our group, and that's what's important. So don't give up on something you mostly like just because there's a few bugs in the system. Role-Playing is about being flexible, and that includes the rules.