the point of the article wasn't necessarily to try and find or describe the perfect one, b/c there are different fits for different types of games.
the idea was to describe the facets of a magic system that could/should be addressed by the designers, in figuring out how to implement their system for their particular game
I happened to like the DD4e system for a high-fantasy sort of system, but I fully recognize that I'm an outlier in how much I liked 4e compared to pretty much everyone else under the sun