klarakos input sounds very similar to what Callan had to say. I'm not sure i agree. It reminds me a lot of the very focused indie gamedesing...and while that can be fun if you like the niche on which such games focus, i think they are too narrowly focused.
My idea for the TSA rpg is a rulesset that lets you play in the world of Earwa without being a too restricting corset. I am aware that this approach also has it's disadvantages but i am not seeing it as a "shotgun blast in the dark".
If klarakos wants to give his input in a more detailed fashion, i am sure we are all glad to take a look at it. I mean it's not as if i have the rpg already all worked out

But for now his (her?) post is more of a general vote for a rules-map-to-game-focus...which i do not disagree with per se but i'd need more specifics to be able to properly answer...or to be able to tell if he (she?) and i have the same vision for a TSA game.
What i definitely want: the game should be able to work for a wide variaty of game-set ups. Sure you need to tailor it a bit to your group...but i am of the opinion that you can not design the whole game to one group. I want the rules to be able to simulate all aspects of Earwa...and not just, for example, a Ainoni Noble-Caste political game (aka too narrow focus in my opinion).