That is an issue, yeah, but my main problem with it is that it tries to do too many things at once. I dispute the concept of the generic system, where I think a system should be purpose-designed for a particular mood, genre, or setting (part of the reason modern WotC D&D is so crap is because it is spread too thin). Trying to be able to represent (with crunch) everything from the Stone Age to Space Opera with a single mechanic system prevents it from feeling super strongly one or the other. Traveller can do stone age stuff with its tech levels; it is clearly aimed at capturing Space Opera. Even story-focused systems are not made equal, with Burning Wheel, Genesys, and Storyteller all aiming at totally different tones and feelings despite not being crunch-centric. Point being that if I want a genre game, I would be better served by finding a system designed specifically for that genre, though I could see a situation where no such system exists and you don't want to have to make one from the ground up, so collating GURPS subsystems together and filling to fit would suit fine.