Well, the combat in fallout wouldn't get more complex with balance. It would in practice, but not in design. As it stands it's a rube goldberg machine. There's a lot of bells and whistles regarding called shots that amount to nothing when actually played.
Then how about scrapping gambling and using freed resources to develop repair or science beyond mere gimmicks?
While it's not a crpg, dwarf fortress is the perfect example of this shit. If he weren't so busy adding tissue layers and family trees, the fucker could have made goblin seiges something relevant instead of an amusing meatgrinder that produces a lot of free metal and small bloody socks on top of traps. If the game were simpler with the same amount of time spent developing it, he'd have fine tuned the interface by now and fixed all sorts of bugs. If he dropped dead tomorrow you can't possibly say that you'd rather have milkable goats and a cheesemaking industry than a good interface just because it's more complex.
Actually, isn't DF the kind of case where complexity IS the game?
That would be a better use of effort than gambling too, but I think I'd personally enjoy having fixed combat more. The bad combat stands out a lot more than the few bad skills.
As for DF, yeah, but that doesn't mean you can't have too much. If you're building a sandcastle but all you have is a big rough pile, you spent too much time piling it up and not enough sculpting. You need more sand to make a better castle, but you can still have too much sand relative to the amount of time you spent fiddling with it. Same goes with adding details. If you spend too much time adding details and not enough time polishing them, you're just adding a mess to the game. Everyone wants to put in a tech research system into their MoM clone. And that'd be fucking cool. But they keep putting it in without refining it enough, and the games are shit as a result. One of the things that made the original so great was that they knew when to stop adding features and work on fixing what they had. Complexity is great, but you have to respect how much extra effort it takes to maintain quality within that complexity. It grows exponentially. Balancing Dune 2 is easy; everyone has mostly the same shit anyways. Balancing starcraft is pretty fucking hard, and ultimately requires pathing in years of input from thousands of very skilled testers examining all possible strategies. Balancing your super cool starcraft killer with 10 times as many units with more damage types and extra dimensions and resources is going to be nigh impossible.
Starcraft is a good example of where you want to be. It wasn't perfectly refined on release, but it was at the point where if you had to choose between them nixing a unit from each race or nixing the patches, you'd have them nix the patches. If I had to make the same choice for AI Wars, I'd say go ahead and nix some fucking ships, I can't live without all the fixes. Could say the same about a lot of work in progress games that are being released these days. And for dwarf fortress it's true 10 times over. I can think of a dozen features I'd prefer he'd ignored until the interface was fixed up so you don't use two different command schemes for designating the same kind of shit because in one case you're making a farm and in another you're making a stockpile.
Nethack is another example of balancing this shit perfectly. The amazing thing about nethack isn't that they thought of putting in cockatrices that can petrify you, it's that they refined the concept to the point where if you walk over a cockatrice corpse in the dark, you'll petrify yourself by tripping over it,
UNLESS you're wearing boots. They could have spent time adding another 100 spells or artifacts or colours of dragons, but instead they made sure that every last detail of even the mundane shit like blindfolds, towels, mirrors, and each monster in the game was looked after. SLASH'EM is a Nethack variant that adds a bunch of stuff. It's pretty fun for the novelty factor, but it's an inferior game. The races are hopelessly unbalanced (dopplegangers broken as fuck) and a bunch of really obvious shit wasn't implemented. You can get lightsabers, but you can't burn messages into the ground with them. What kind of fail is that? You had the time to add in lightsabers for teh lulz but not enough time to make sure they can cut into rock because you were busy adding in 'Star Vampires'? Kill yourself, dev team.