GURPS (mechanics) why the hate?

Oh, I forgot to mention that those skills are not even close to balanced. In the basic set alone you have accounting and acrobatics right next to each other. You can choose to be good at falconry or you could instead choose to be good with a sword.

If you go to serious Game Developing places like the Forge you will see how playing GURPS is literally fucking your brain and how its whole design phylosophy is TOTALLY WRONG, if not LITERALLY CRIMINAL.

Which "the forge"?
enworld.org/forum/showthread.php?159851-What-is-quot-The-Forge-quot

But they're not all priced the same. The crappier ones are cheaper, are they not?

Can you link to an article that explains this perspective better?

Skill difficulties are based more on complexity than overall utility. For example, Mathematics (Pure), a Hard skill, is probably not as useful to the average adventurer as might be an Easy skill like Guns (Shotgun).

That feel when IRL you has invested all those points in Mathematics (Pure) and nothing in Guns (Any)

But at least I can design dungeons that are 5-dimensional hypercubes

Oh. Yeah, not ideal. I'd be inclined to set their prices based on power/usefulness, not "how complicated is this in real life".

Okay, so the skill difficulties are shit.

Any other bad mechanics I should be aware of?

I hear I should avoid the ultra tech book in general.

You can just mod skills like that if that's what fits your campaign. I wish people didn't stare at RAW too hard, GURPS is a toolkit.