After spending so much time working on Fate-derived systems, I decided to go back and read #FudgeRPG, and dang! I should have read this earlier!
One thing that was a big surprise to me is that it assumes that, by default, attributes and skills are done from a freeform list, a la #RisusRPG. I knew it was up to the GM to make the attribute/skill lists in FUDGE, but I didn't realize that players were free to ignore it
The condition system is a cool, simplified version of the #BurningWheelRPG one, which is neat
One big surprise is that FUDGE, relative to Fate, has a _way_ stronger usage of FUDGE points to improve your die rolls, but a way weaker usage of FUDGE points to introduce plot/setting details. I'm not sure it really means anything since both games are strongly designed around gamifying narrative, but it's a neat distinction
I also appreciate the part about alternative rolling methods for people who don't have FUDGE dice, including a method using 3d6 that almost, but not exactly, maps onto the 3d6-score-to-ability-modifier from B/X, which has definitely started some wheels turning in my brain