Palladium games.
I feel like Palladium came up with their rules for their Fantasy world...then they just kept conglomerating other worlds onto the same rules system. It's kind of like they decided they wanted to be a good alternative to D&D (and I feel like they were, as that goes...I'm kind of generally unenthused about level-based character advancement, so I wasn't a huge fan of their game, in general. But I felt like, as a fantasy game, at least, it was actually superior to D&D, at least back in the mid-90's)...but then GURPS came along and they said, "Oh, yeah, we can do that, too!" Only GURPS was better suited for universality, because it was written to do that, in the first place.
I never really got a chance to play Rifts...I had roommates that were big fans of it, I think I made at least four or five different characters (a couple of which were the same character, recreated for a different roommate's game, because I lost the first character sheet), but I can't recall a single gaming session where we actually played, rather than put characters together. But, yes...balance was definitely an issue. One Glitter-boy could easily wipe out the rest of our party...my renegade Dog-Pack Trooper couldn't even shoulder a weapon that would so much as scratch his paint. I'm a believer that a good party can work without the characters necessarily having to be balanced...but I can't envision any way that our Rifts party would have worked...even if the GM had averaged out the abilities of the characters, half the party would have been cannon-fodder and the other half would have been bored to tears.
I would guess that some of the other Palladium games, where PCs and NPCs were on more even ground--like Robotech, or Ninjas and Superspies--would work better, but I never tried playing them, so I really don't know.