1) I don't mind lots of dice on some rolls, but as a usual thing? 3-4 dice is plenty for most purposes, and for generating a bellcurve. Too much die rolling (especially summing them all up) would be annoying. White Wolf's d10 system wasn't too bad, as one didn't need to sum the dice, merely count how many exceeded the difficulty.

2) I don't like "class" based games as much, and prefer to see multiple abilities being used. My preference is for point-based (GURPS-style) games, though the plethora of d20 related materials makes it an easier option.

3) I much prefer point-buy.

4) I prefer GURPS to D&D; that said, a "braod class" then customised to suit is pretty good; it allows for vastly different sets of abilities, but still allows one to tailor the character.

5) Again, I prefer non-class based games. So multiclassing in a system like GURPS is really just being less focused. That's as it should be. I like a system in which one can successfully be the equivalent of a multiclassed character, and can actually be effective that way - though of lesser effectiveness in either role than an appropriately specialised character.

6) I used to do all my own campaign creation, but now that I'm older (job/house/wife/kids) I just don't have the time to do a lot of worldbuilding - so I'd like a worldbook.

7) No, I could try that setup, though I do like having a physical copy to look at. I'm looking at getting a cheap laptop for DMing/playing RPGs which would make the pdf version much less of a hassle.

8) DRM can be annoying. If it doesn't interfere with my usual use of the "book" I have no issue with it, but I swear that I'd bin the whole damn thing the first time I tried to bring it with me and it popped up a warning/didn't allow me to. Anything I can do with a book I should be able to do with the file; lend it to a friend, bring it with me whereever I go, etc. Since many people don't have computers that are portable, portability of the file is essential.