Kevin Siembieda's masturbating philosophical and "my playtest group was so cool!" ranting is only part of the problem. (And the fact that he cannot restrain himself from raising the twink bar every supplement is a problem shared by 90% of game designers. See: White Wolf and Baali. I rest my case.)
Furthermore, playing it with the corebook -is- really too limited for the setting (since the setting -is- a kitchen sink from hell), so you can't use my solution to White Wolf and Wizards and just play with the necessary material. Furthermore, you pretty much need to rip the system's guts out if you want to convert it from rolled stats to point-buy, since each character variation has different rules on how you roll the damn dice.
I missed this. To be fair to The Kevin, Rifts is more of an artist's RPG, in that everything interesting and cool about it was created by the artists, especially Larry MacDougall, who from what I understand, did most of the concept work and created such icons of the game as the Glitter Boys.
The twink factor is easy to deal with, just don't allow or tweak anything you think is too powerful or broken. Also what's wrong with rolled stats? Point buy often takes too damn long. I always liked the house rule of rolling a few numbers and afterwards assigning them to particular stats, instead of first rolling strength and being required to stick with that number, etc
The worst part about Rifts, I think, is the alignment system, not for any mechanical reason, but because it is so embarassingly written.