IMO, it seems to be more about balancing, which would become easier when the system is simpler. This is written in an entry of Sawyer's blog. Of course, if you are complaining of anti-climax-ness and/or anti-epic-ness of the boss fight of KotORs, I totally agree with you. KotORs may not be good examples for tactical complexities...the designers need to let the players feel like they are really bad-ass warriors called Jedi. To be true to the original setting, there should be those who are designed to be defeated like paper dolls. However, there is no excuse for the boss fights since they are often Jedi vs Sith, which are considered to be tough fights (Oh, poor Darth Nihiluth, you were such a paper tiger...) Then again, even in the "epic" fights of Jedi vs Sith, the most important thing is that you feel how cool your chosen stances look. For example, a system which allows dramatic counterattack technique/finishing movements which can turn table would be nicer especially when they are balanced well. A situation where a Jedi waits for a chance to counterattack, concentrating his/her force while fending Sith's overwhelming powerful attacks would fit the image of "epic" battle of SW universe. Well, to be honest, I'm not a big SW fan but a system which can manifest such "dramatic" situation would definitely fit the spirit of the movies.
Related with this, some people may think it is important for the game system to simulate the reality but I think it is more important to manifest the feel of the given settings and characters in role-playing games and, in that way, the game system itself should be designed. This may be more to do with what Chris Avellone says that there should be points where the narrative and game system are optimized to.
In fact, even tabletop games, good designers seem to know how to let their systems manifest these moments from time to time.
However, I am not saying that reality is not important in games. Of course, it's important in games with real-world setting and/or strict Sci-Fi. Using the current projects as examples, personally, I like Chain shot ability while I am not so happy with Fury simply because the latter feel more comical than "realistic." Fury suites Vampire the Masquerade: Bloodlines with super natural twists rather than real-world AP, IMO. Chain shot ability feels right simply because it would make the players feel as if he/she were Billy the kid even if he/she is not good at shooting. Unfortunately, most of presentations of skills in VtM:B felt comical and breaking atmosphere.
In any case, I think a elegant role-playing system should be able to manifest these moments where the players feel merged with the settings/characters.