...also, isn't it specifically said that people tend to have their Muses do all their voting on Titan for the most part? Sort of like how Muses basically handle all your rep votes for people, based on some initial pattern recognition.
The typical course of action on Titan is to have your muse follow along with the issues and debates that you are personally interested in, and keep you up to date on what's been happening there recently, and when an issue comes to vote, the actual person will communicate their vote to their muse, who then does the actual voting.
That being said, the fact that your muse is the one who does the actual voting doesn't really come into play when you're out in the Titanian wilderness, triple-digit km from the nearest settlement. Not unless you're willing to either copy or divest yourself of your muse.
Anywho, for the big thing - why do I feel that FATE has less crunch? Well, EP is really a simulation system at the core. You have skills for every little detail and rules for every little space and equipment for every tiny detail. FATE tends to be somewhat more leaning toward rules medium. When you decide to Shoot something, for example, it is assumed that you have the equipment to do so just as a course of your character. Similar for hacking or the like. And most of the character differentiation, rather than boiled down into a hundred different choices, comes out in just the Aspects. Hacking and combat are definitely the two spaces with the most crunch removal admittedly, but you also have crunch removal from things like Resleeving, Reputation, and the like.
The biggest argument of crunch removal is I could make a FATE character nice and easily by hand. For the standard build, I need to keep a calculator or Excel spreadsheet handy.
It's not really fair to compare character creation processes when talking about crunch removal. Character creation is something assumed to have been done
prior to the game's start, whether it takes 4 minutes or 4 hours. Unless a group is like mine, where we all sit around the table and take a 6-8 hour session to build all of our characters, character creation isn't what bogs down PbP games. Eclipse Phase is pretty heavy on the chargen process - about the only other system I would even consider remotely in the same neighborhood is the Hero/Champions system - but the game isn't going to bog down mid-storyline because someone needs to make a character.
Combat, with all of its modifiers, could definitely benefit from abstracting, but a number of the others aren't all that heavy on the mechanics - hacking something, as a general rule, isn't all that difficult unless you end up in an Opposed test against a system's active security. And even then, a good EP hacker really only needs 3 skill: Interfacing, Infosec, Programming.
And yeah, FATE abstracts a lot of things and leaves individual characterization up to the personal Aspects and stunts of the character - that's kind of my point. Let's use your example about Shooting in turn. Shooting means you're equally adept at using stunners as you are with SMGs, shredders, or seeker weapons - and its noted that nearly everyone
in the EP universe has some skill with personal defense, due to the recent events of the Fall. But not everyone's experience is going to be the same - kinetic weapons are noted somewhere as the most common weapon (unless you're going nonlethal, in which case LASERS) still being used in everyday life.
Do the different weapon skills mean that the game becomes more complex? Sure. But it also allows for greater variance and differentiation, whereas simply reducing all weapons to a single skill means you're (figuratively) painting with a broader brush. EP lets you make someone who is a top marksman with kinetic weapons but can't find the front end of a seeker rifle to save their life, whereas FATE loses that distinction.
In theory, this can also apply to Gear (though Gear stunts can help mitigate that). Yeah, Shooting again means you have weapons, bullets, and spare batteries on hand. How do you simulate something like Reactive rounds, though? Or the various smart round options?