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Actually one final related thing. This concept is important for gaining new players. A complex and unapproachable system is intimidating to many, whereas a simpler or more organized system is not. This is also speculation, but I don't expect a superficially simple system to be a turnoff to those looking for more depth, so long as the knobs presented are able to provide that (think chess. Easy to understand piece movement, complex game).
Complex and unapproachable is subjective. I have always been able to teach new players how to play. That includes the time when I was allowing 3.5 material with much less restriction into my Pathfinder games. Now admittedly even some experienced(1st edition) players had trouble with things, but I also found out they had issues with 2nd edition rules.
In my experience, if I don't turn the dial up to 11 on difficulty when I GM for new people, and I run at least a decent game people stick around and learn(good enough to be sufficient), even if they don't master the game.