>I suppose I will endeavor to do so, though I still think that starting with a comprehensive understanding of mechanics is more useful than spending ages trying to pick apart an already existing system.
Fffffuck you.
There's no way to "comprehensively understand" RPG mechanics, because they rely on tons and TONS of various variables in them, from the fluff's context, to the character sheet, to the focus of the game. You seriously sound like you've never ever even read a single RPG rulebook, in almost every one that doesn't have it intertwined with other explanations, there is a separate, discrete MECHANICS or CONFLICT RESOLUTION chapter.
I'll give you an example - powered by the apocalypse games. 2d6 +character's skill, 6 and under = fail; 7-9 soft success, 10-12 good success. ApocWorld, mother of the system works great because it makes good use of the tropes, the moves are hardcoded into everything you do, they're themed well, and serve an overarching theming of "it should feel like a gritty HBO drama".
Clones of PbtA, though? Usually they go for 'do whatever, just roll 2d6, and have fun'. Unfocused messes that make no effort to push a certain playstyle associated with genre.
Then there's stuff like games that have the same core mechanic, but different numbers behind it, e.g. character stats - a lot of interpretation of what can be done depends on the semantics, which is what I love tinkering with personally.
tl;dr go to a goddamnfucking PDF sharethread, download some shit and start reading, then go to drivethrurpg, sort by price, download all the free games and read them too. Since you're willing to read dry, scientific publications, do yourself and us both a favor and read some fuckign games because a lot of the time, while you won't get a comprehensive analysis, you can tell a lot about the mechanics and how they feel just by glancing over the examples and core rules.
Just read a rulebook before you reinvent the wheel, nigga.
FUCK