I have to say I really like the WoD rule system. Of course, maybe I had to learn to like it running a Vampire campaign for so long. I tend to prefer rules-lite systems, where you can role-play, move things along, and throw in the occasional dice-role to give the players an opportunity for disaster. I liked the ease of the system, where basically anything you wanted to do, you take an attribute paired with an ability and it gives you a die-roll.
And I like systems where it's easy for the GM/Storyteller/DM to fudge things for or against the players. "6 successes? Wow, that's a good roll... unfortunately, it's not good enough." The problem I have running D&D campaigns is the rules-lawyers in my group calling me on any critical decision, because they know the level of the monster they're fighting because they know the levels of all monsters in the game, they have the tables memorized and know what rolls they need to make to hit. Very frustrating.
The D&D campaign I ran in Salt Lake really was right out of KODT. I had the Brian character (the guy who studied all the tables, knew all the min-max race class combos, and memorized the books. He would tell me what pages tables were on so I could look things up), I had the Stevil character (who was pissed off at the world), and the Bob and Dave characters.
<back from tangent> I haven't looked at the new edition of the WoD system yet, but I was very happy with the 2e.
And, in my opinion, the Vampire setting was always the strongest. Werewolf was the weakest, even though I really wanted to like it. And Changeling was surprisingly good even though I just couldn't imagine running a campaign out of it. Hunter was good too.