So much there I agree with.
nezzeraj says:
... the setting was so baked into the system ...
That is a problem if the setting does not grab you, you can't really get away from it.
nezzeraj says:
... didn't know how ghosts work in that setting ...
That is one of the reasons I don't often do settings. I do too many different systems to know any one of them well enough.
When players insist I run Star Wars, for instance, or some other setting they know better than I, I explain before we start that I don't have the 'deep lore' for the universe and don't know what most of the planets or aliens are. I tell them: "I will describe an alien as being 'large, triangular and purple, and angry'. If you say 'Oh, that sounds like a Hurochian', I will say, 'yes, it does sound like one... what is it doing that is out of character for one of them?'" And then I look up Hurochian (that sounds 'made up') on wookiepedia after the session and maybe adjust for next time.
If we aren't in an existing setting, then I can do the same description, and the players can fill in the same '[my character] thinks it is a such-and-such' and we can go to town on defining what/who they are.
nezzeraj says:
... a one-shot split over a few sessions and we played pre-mades ...
I find Blades did not lend itself to oneshots. There is too much to learn (mechanics-wise) and in really starts to work well once everybody properly groks all the parts.
nezzeraj says:
... didn't like the advancement options for characters ...
I really like Baldes, but have almost no interest in being a
player in it. None of the Playbooks (character types) interest me as characters I would want to play (this is partially the 'criminal' aspect, but also everything else). All the rest I actually like and enjoy GMing it. It has a lot of handy GM-tools.
nezzeraj says:
... or the flashback mechanic ...
Flashbacks are awesome... for the right group.
But, many groups love all the pre-planning stuff, and I have --in other games-- had groups spend two session planning an op that they completed in the first half hour of the next session, and loved it. I have had a group spend a whole session planning an op that got canceled by the client, it worked well.
But I have also seen the problem that they are trying to solve. Blades does flashbacks better than any other game I have tried (aside from, maybe, Leverage?). I have sometimes allowed players to do as much pre-planning as the table finds fun, and then used flashbacks to correct things or fill in the missing gaps.
In this game I might do pre-planning as mini-missions. That has work in the past.
The Engagement roll is a cool mechanic, but I found players struggled with it, and learner-GMs kept trying to follow it up with a description and back-and-forth of the characters getting there. We don't
always wand to jump to the action.
nezzeraj says:
... hoping this time around will be more enjoyable now my expectations are lowered and I'm more familiar with cyberpunk ...
For a long time I had been on the verge of writing a Cyberpunk version of Blades, it seems perfectly suited for the genre. But its struggles with PbP held me off. There are many attempts, but this is the first I thought was worth it. There are already so many other Cyberpunk games out there, and I have other systems that work.
The streamlining done to this game make me optimistic of its potential.