@Ganymede Speaking as a new Star Wars player who's familiar with the movies and has watched Clone Wars (I need to watch Rebels...) along with a couple of books back in the day, but is in no way an expert in the SW universe, what makes or breaks a MU* - as usual, I guess - isn't the mechanics.
I mean sure, it's important that you can roll at least the archtypes and that there's leeway to do each differently but really what it comes down to is what will I be able to do? What kinds of things are there to do after I roll? Sure, I got a blaster/saber/X-Wing but now what? How much help is there by staff, is the player culture a positive experience, how often are events ran, are there things happening?
In DoD's case I've been talking to some of their oldbies and at least one expressed reservations about SAGA in particular just because of its complexity - it intimidates newbies, and she's seen people be overwhelmed and leave because of it. I suppose I can relate to that since even if you get great help to build your PC (and they're excellent about it) it takes a bit from your agency as a player, and it still means you probably don't know how to play it or what you can do with it in regular scenes ("how do I try to tell if someone's lying?").
A macro-effect might also mean that those more adept with a system are the ones to rise in IC power which aren't necessarily the best roleplayers. I am in no way going to imply a correlation/causation link here (many people are excellent at both mechanics and posing) but it's still something to consider. With a simplistic system like WoD that's not as much of an issue since the gap between the filthy casuals and the dice doctors isn't as deep.