I just like my systems crunchy. I think that AW leaves things too open-ended and too prone to bullshit with the "yes, but..." approach it has, and in fact noone in my gaming group likes it either, but I guess it goes with the terrain (all of us work in IT or have at some point freelanced as programmers or had programming as a hobby, and the tactical approaches a complex system provides are a huge plus in our books).
In regards to Kult, it has some mechanics specific to the setting (mostly mental imbalance), and without being too specific it is a mixture of Clive Barker's works and medieval gnosticism, and character development revolves around confronting fears, loss, insanity and enlightenment (which can be achieved by becoming a saint or a monster).
None of the editions were as complex as Rolemaster or Shadowrun, for example, but 1st edition had a lot of gun porn. Too much for a game that shouldn't revolve around shootouts, even. Second edition toned that down a bit while still retaining the most iconic guns (there were Walther WA2000s in second edition, a rifle of which only a few hundred were made, just because it was on film and looked cool) and making the system a bit simpler, but in a good way.
I don't know about 3rd edition, it was never published in Spain and I completely missed it. Fourth edition was picked up by some guys who were fans of the original game (Target Games AB was gone by the time 3rd edition came out), who made the current AW-powered game (it's still true to the setting, though).