Re: Savage Worlds
Too much dependence on Bennies to play creatively rather than a straight up attack power. (Even SPC2 promoted power stunts, but you could do a lot without them.)
Removal of versatile powers like Super Sorcery. (This is my biggest gripe as SW seems Intent on all characters in all genres being 'one trick ponies'. I get bored with a character that doesn't have more options.)
The -2 penalty for free-casting along with the fact that any improvised power would automatically be weaker than the setting power cap seemed detrimental enough to offset the versatility in the originals.
Tying Super Karma to bases presumes groups of 3+ PCs and my local group is usually smaller. Savage Worlds design concepts seem to be driven more by convention gaming now than it used to be.
To counter the longer battles due to high defensive penalties, they cap defensive capabilities, but also increase damage output - overcompensating in the correction by hitting it from both ends.
I'm still reading through, but these are from discussions with people who have read it completely.
General advice from designers and GMs has always been 'keep the bennies flowing', but usually in other settings the presumption is Bennies would be low by encounter with final boss. In SPC3, players will be more likely to hoard in order to have power stunts available to them for the final boss.
As I said, I'm still reading, but with the changes mentioned before I can no longer create a character I've been playing for 3+ years in a campaign that we just recently resumed in anticipation of SPC3.
I know this is only the Alpha draft, so presumably there will be lots of tweaks with feedback, but at this point I regret backing it. *shrugs*