@cogniczar
I wasn't implying that only simple rules are best. I said that the game system matters. Even a crunch heavy game system will affect how the game is played. You could have a crunchy system that focuses on different things. Most rpgs tend to focus mostly on combat and breaking that down into discrete units. The same thing could be done for a social encounter, an investigation, or even giving someone surgery. I've told people before who bemoan players always jumping to combat that it's a direct result of the system they're playing; if the game and it's options mostly focus on combat, players are going to want to use those rules as much as possible (in addition, combat is the only time that players can just repeat failed akill rolls over with ease, which negates thelow chance of success).
I will say though that there is obviously going to be differences in people who like prep work or not. Something like dungeon world will just flat out not work with high prep because the rules endorse making stuff up on the fly. I do have a sneaking suspicion, though, that the majority of new players and GMs, and your average person, will prefer a low prep system. You could get away with high prep In the FFG Star Wars game, though. It's also got a fair amount of crunch.
@gridash
Honestly, the biggest difference between EOTE and 40k is that it's dice mechanic requires much less forethought. It makes any kind of skill roll have excitement behind it and encourages players to add things to the game, narratively. It basically has the GM and the players share the job of making up a story, which means prep work can be cut. On the other hand, weapons and NPCs still tend to have complicated stat blocks, but the core book lists off almost every kind of NPC and weapon you'd ever actually use in the game. Also, the core dice mechanic of the game is interesting enough to actually engage players outside of using any of the other game rules. Most people doing low prep games tend to fal back on just rolling the dice for things, and the result is boring gameplay. The EotE dice make basic gameplay more fun and interesting, so the GM has less pressure to create a scenario that actually uses the mechanics. In other words, it's actually fun to roll the EotE dice pool and interpret it, whereas it's pretty boring to just say whether someone succeeds or not. Because it's fun to actually play EotE, the GM has a lot more leeway in entertaining players and less risk of a boring game.
@lynata
You're absolutely right that bubblegum is only made for one shots, but it's not pretending to be anything else. A game designed around long term growth and campaign play would need to take those are things into account. The issue with most rpgs is that they work more like video game rpgs where character growth means killing dudes better or having higher numbers. Honestly, 40k would do well to have every character be good at combat, AND to have a secondary skill niche. Basically have them choose a job background that determines skills and a role that determines what they do in combat. Character growth would have both of these areas increase rather than making players choose (and thus run into the problem of having to deal with unbalanced characters.