gurugeorge
Arcane
luj1 often mentions this as something that is a major, deal-breaking flaw in RPGs. Let's discuss.
Most of us here are more towards the spergy end of the spectrum, so we like complexity, but even for us there are limits. I think it's true that at some point, a system can get so complicated that the flow of in-the-moment gameplay can be adversely affected. There is such a thing as too many options and choices to consider for a next move - too many for normies, too many for the average sperg here, and in a few cases even too many for the ultra-spergs here.
What's most annoying is when some of those options are just "noise" that don't really affect the gameplay much, but one's brain is compelled to consider them because that's just what spergy brains can't help doing. (Like, for example, if you're compelled to check and re-check before making the next move, it's annoying when some of the things you're going over before committing are essentially pointless.)
I think there's a sweet spot (probably connected to short-term memory retention and things like that - which, again, will be variable beween normies and spergs, but stilll within some general human-like level) where you have a satisfying amount of genuinely functional complexity (complexity worth considering), but not so much that it interferes with the illusion of there being some kind of actual combat (or other kind of interaction) going on.
For me the rule of thumb always boils down to: is my head in the virtual world, or do I just feel like a chump in a chair playing a game on a computer? If the complexity is such that it leads more to the latter feeling, then something has been lost.