I’ve always found this very interesting. I don’t care for the model in PbtA. BW suffer cycle don’t do it for me either. I’ll call out FATE here too. Why? They are all far too mechanistic.

I don’t know why there is a fondness for what I call “dice-mini-games” at this moment in rpg design. The inelegance of these cumbersome subsystems actually seems to deride good Roleplaying. IMHO. Moreover they focus on a single players vision/enjoyment and not on a collaborative shared experience of if so only by extension.

The mechanisms in e.g. Leverage, 3:16 ( flashbacks and storylines ) are really interesting. Even Sorcerer. Why? For the story/world building they do, focused on a collaborative shared experience. Even on the experience/reward side of the equation and in relation to the player character they achieve a cohesive and incrementing story supporting framework for exposition advancing the shared narative.

I’ll even side with OWoD:VtM for its willpower/humanity as a more complementary, suffer cycle, specifically for horror ( not being in control is right at the core of horror imo).

My main issue is the suffer cycle economy puts burden on the GM to know every players characters foibles inside out, inorder to activate and achieve the players wishes. This is not very realistic and is seldom achieved.

The the story/world building hooks in these other games (qv) actively reduce the workload and increase story development for the GM and players hence they get more of my love.