Would this be a good fit for GURPS?
I've been trying to find the right system for my specific game idea for a while now and I keep gravitating back to this system even though reading the ruleset has felt like trying to teach myself calculus (I've since discovered the tutorial videos on youtube).
My idea for a game is a low-power, almost tactical urban fantasy game where everyone plays mages of a sort, either gaining magic from a patron they have to actually roleplay bargaining with and serving, or gathering their own magic from the land. I want their to many layers to consider, from what material and type your spell focus is to who you owe favors to, to what your familiar is or if you even choose to have one. I don't want spell components to be handwaived away but something that needs to either be bought or collected. I want my players to have to understand how to construct rituals if they want to perform greater magic. And most importantly, I want the players to actually have to learn magic. I want them to start basically normal and choose what disciplines to pursue. I want character progress to be dynamic, players actually having to seek out sources of power and knowledge to improve. I want them to get mired in a political landscape and eventually own estates and private domains they can customize.
With all my wants in mind, does GURPS seem like a good system to build this environment in? I understand I will have to spend a lot of work building magic powers from Skills or Advantages, but I'm willing to put in the work if it's a good fit. I've been tinkering with M&M 3e for years just because I find it fun to make new builds but it struggles with lower power. Thank you for reading and your opinions.