Yavathol said:
1) mechanics which tie in to roleplaying, like Traits from Burning Wheel. So you might decide "my character is paranoid" and the GM decides ok, so whenever combat starts, you're going to get a +1 initiative, but on the other hand, you take a -1 penalty in some social situations where your constant looking around puts people off.
2) game options not limited to official "moves", e.g. So my character has daily power called "Fireball", but he can't light a torch because he doesn't have an at-will called "Cantrip"? Great.
My god yes! Especially point #2.
As for the OP's mention of Priest/Cleric spells being just as numerous as a wizard's: I disagree.
From what I remember, Clerical magic does not invoke Tzeentch's Curse, and Clerics can wear armor. That would make Wizards quite underpowered in comparison.
Someone please correct me if I'm wrong: I'm a bit foggy on those rules...
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