In the forward of "A brief History of Time" Stephen Hawkings tells how a friend of his said that for every equation in his book he would loose half of his potential audience. So he choose to put in only one equation. E=Mc^2.
I think perhaps this applies to game design too. Only it should be phrased:
"For every page in your rule book you loose half your potential audience."
It could certainly help explain LCR. And why the classic games of our youth all had the rules on the box top.
Or perhaps "For every rule in your game you loose half your audience."
The original point is that the more complex a game is the less appeal it may have. (Talking wide spread appeal not gamer apeal.) This is why a game like Puerto Rico can be top rated but not widely enjoyed. While Settlers or LCR while not appealing to the gaming elite still have widespread appeal.
Larienna's idea that Axis and Allies is better than ASL reflects this.
Does this mean that everyone should strive to produce simple games? I don't think so.
I wouldn't want to live in a world where the only choice for game was Scene it, the only TV show was American Idol, the only movie is Scary Movie 4, the only food is hamburgers, the only book is Chicken Soup for the Soul, the only color of paint is beige, and everyone has digital watches. You get the point.
RE: Larienna's arguments
Everyone has their own opinions, and I disgree with several of yours.
I think that a complex rule can be preferable to a simple rule if it makes your game do what you want it to do. A complex game may not have the same appeal as a simple game, but that doesn't make the simple game "Better."