I would chip in 13th Age, a high-fantasy, quick-moving d20 game with elements mashed up from D&D 3.5E and D&D 4E, featuring streamlined rules and narrative mechanics. Classes each have their own set of combat options that you would come to expect from the previous two editions of the game. Characters can be customized with Backgrounds (which functions like Careers in Barbarians of Lemuria or keywords in HeroQuest). However, a big departure from 3.5E and 4E is that:
Combat is gridless
I would like to mention this first, because D&D 3.5E and 4E feature the grid as a big part of the game. 13th Age is different. It doesn't use the grid at all.
13th Age uses an abstract range band. You are either engaged with a foe (toe to toe in melee combat), nearby (I can reach you with a move action) or far-away (I need two move actions to reach you). Spells, powers, talents etc. all uses this range band description. It works pretty much the same as Edge of the Galaxy and Warhammer Fantasy 3rd Edition.
Class Customizations
A class is defined by his talents and feats. Usually, a class has 5 to 7 talents, and at the beginning of your character's career, he chooses 3, and will eventually end up with 5 when he hits maximum level. 13th Age encourages customization through talent swapping. Do you want to play as a Paladin with an animal companion? Easy enough, take the Ranger's Animal Companion talent. Perhaps you want a Warlord-style Fighter who can inspire your companions in battle. You can negotiate with the GM to get some of the Bard's battle cries instead of your usual Fighter's powers.
Feats modify only your talent or a power, so while there's are still many of those, they are easier to keep track off. For instance, if you take a feat for the Ray of Frost spell, there's a chance it will prevent an enemy from moving.
The rulebook also encourages reskinning. Firstly, many classes have options for you to change the primary casting stat. For instance, most of the Cleric's spells uses Wisdom, but if you want to, you can take a talent to switch it to Charisma instead, if you want to role-play as a charismatic religious leader. A Sorcerer can take the Spell Fist talent, and instead of adding Charisma to your spell damage, you add Constitution.
The second form of reskinning is less formal. You can rename any of your attacks to fit the idea of the class you want. For instance, you can reskin the Ranger as a Warlock, and instead of firing arrows, you are blasting foes with eldritch energies, and your animal companion is a demon. One reason why this work is because all type of attacks work against all type of enemies, unless due to plot reason. Hence you don't have to worry about being ineffective because you change your Ray of Frost spell to a Scorching Ray, or that if the Ranger's default attack deals fire damage it will be too powerful.
Narrative Hooks
13th Age also introduces two ways to provide plot hooks for each character. The first is the One Unique Thing, an aspect that defines the most outstanding feature of your character. It can be totally unique for your character as well - such as "The Dragon Emperor has many bastard sons, but I'm the only he cares about." Usually, the unique thing shouldn't confer any actual mechanical advantage, but to provide plot hooks.
The next is Icon Relationships. The various Icons in the setting - the Emperor, Archmage, Diabolist, Crusader etc. - are archetypes commonly found in other fantasy settings. They represent factions, organizations and groups and are the movers and shakers. Your character can have relationships of varying utility and friendliness with them, and guidelines are given to the GM for how to generate adventures and complications based on those relationships.
Non-Combat Abilities
As mentioned, 13th Age doesn't use skills, but use Backgrounds - which acts as professions/careers or keywords. They are not limited by classes, and each class has the same amount of points to build backgrounds. You can have a Fighter who used to be a herald for a famous knight, a Wizard who is a successful innkeeper, or a thief with a background in obscure occult texts.
Combat
13th Age's combat runs pretty much like the standard d20 fare, with a couple of big differences. First, there's the escalation dice, which starts at 0 and increases by 1 per round. Players add the value of the escalation dice to their attack rolls, simulating the tempo of battle. This helps combat to move faster, and adds some interesting considerations as certain abilities work differently depending on the escalation dice. (For instance, monks get an extra attack if they have the Flurry secret, and the escalation dice is odd).
Monsters also have abilities that triggers depending on the value of the dice; more dangerous monsters may increased damage or chance to hit, depending on the escalation dice too.
13th Age combat is designed to run fast; no big list of situational modifiers, no iterative attacks. Tactics come in form of deciding where to position yourself, when you should intercept an enemy approaching your allies, and how to best spend your action. Every class has a different 'shtick' in combat. Fighters have flexible attacks that trigger base on their dice roll. Bards have songs, which confers bonus while being sang, and when ended, will cause a powerful effect. Sorcerers can gather power to do more damage next turn. Rangers can choose between double attacks, going for high critical chance, or commanding an animal companion. The rogue has powers that requires momentum to use, and momentum is gained by hitting someone, and lost when he is hit. Every class has a little something interest that makes it different from its peers. (Except perhaps the Paladin.)
Setting
The 13th Age setting is rather generic. It has lots of colour and style to it, but the main rulebook only gives a sweeping overview. Rather, it focuses more on the interesting bits about each geographical region.