Here is a rough outline of the main aims of the Avalon "gamesystem evolution" for which anniversary was the initial motivation to survey:
1. to develop the paradigm use of skills to a point far beyond what a "bot" can achieve; even if the trigger-lover can attain a certain inevitable 'average' competence in fighting.
2. to encourage and reward individuals to stick with and master their profession rather than hop between many - or to make the mistake of "the grass is greener" as a solution to not finding success in their current profession.
3. to complete the fundamental gameplay/approach and style as per original intentions for the profession, i..e. a Mage will play differently to a Bard or a Seer - and thus require different player strengths - despite all have potential to fight at the highest level.
4. to properly render a multi-layered gamesystem (as was a facet of early design models) where melee in the moment is a major factor but not the sum total or only-deciding-consideration in player success and/or influence on the land.
5. to evolve the meta-game, the "many games within a game" i..e. a player can succeed in Avalon as a whole, by mastering a style and approach and facet of the gamesystem whose requirements/demands call on strengths and skills (from the person playing) that're distinctively their own.
Example: one can excel as a warfare commander and impact Avalon history but be a lousy individual fighter; one can build strategies over time and unfold plans to come out on top without relying on success 'in a single session'.
6. to reward human intelligence over robotic interaction - to bring to bear in each melee influences and criteria that are suitably complex (though not essential, if absent) to benefit the thinker and punish the robotic/merely reactive; while retaining the primacy, in certain key areas, of playing fast and belligerent.
More may be added here as time goes by...