I've begun to feel that WoD and D&D don't quite translate well to a MUSH where newbies have to adapt to a new system that would normally require extensive research and immersion before trying to come into another genre. The two systems are built for face-to-face, and now you're trying to adapt them for online play. I know D&D since I was a kid, and even then, I can't get into even the best D&D theme. WoD, meanwhile, I dig the culture, and I'm into the entire lore of the worlds as a history major that knows a little bit of the psychology and philosophy behind some of the WoD character sets, but the rules bog me down.
The rules, I think, are the problem. Why do we have all these separate statistics and variables, like one of those annoying spreadsheets I hated for D&D as a kid, or WoD's multitude of different, unique abilities?
Why doesn't a system for a game, even emulating these things, take a few basic yardstick statistics, abilities, and traits, and allow you to combine them together, or specialize them along one line, to create various metrics? Even better, you could add a system of resistances to this system for the various elements, for game balance (the entire attack weakness mechanic I'd pass on, that's more of a specific game trait).
It would be sleek to look at, intuitive to learn, and would have depth for a veteran.