I was flipping through a fun-but-table-happy game I played fairly recently (Vampyre, by TSR)
It got me thinking about a couple of my game mechanic preferences.
I prefer target numbers to tables.
I'd rather have a result expressed by a die roll with a target number or numbers than a table lookup. Instead of "1-2 nothing, 3-4 something, 5-6 lots of something" I'd rather have "3+ is something, beat the target number by 2 and get lots of something." Then I can freely adjust the target number or the modifiers on the fly without looking anything up.
I'd rather have "6+ does the job, 1 or less is awful bad stuff" for a 1d6 system than a CRT lookup or checking a chart. It just makes it easier for me. This is probably why I like S&W's one "Save" stat vs. the old-style D&D wargame inspired situation-specific saving throw.
I prefer simple formula to tables.
If you can swap a simple formula, like "Divide your Stat by 2 and roll against it" instead of a table of "What is the roll for a given Stat" or "Every 3 points you make it by," for a table, I prefer that.
My own game system of choice, GURPS, has some of these. Damage for your ST requires a table lookup - you can memorize it, but still, it's a lookup on a mental table instead. Something like BL is easier to look up. I played a lot of Rolemaster and it's a fun game and the table lookups are fun . . . but I ran plenty of games using the no-table approach from Rolemaster Companion and it was equally fun.
But "simple formula" is key. Something like, "Combat is based on a roll against your attack strength, modified by situational percentages, divided by the defender's defense strength, giving a damage result" is not actually easier than a CRT.
Tables are Okay, Though
I'm still okay with tables that make sense as tables. Rumor tables, results tables with different results for each digit, hit location charts, etc. They translate poorly to roll-over or formula. I don't mind memorizing them or looking at them. I've played plenty of fun games with tables that had things on them not conducive to other approaches.
But in general, that's how I like mechanics in my game - simple formula or simple target numbers where possible. If you can equally do it without a table, just as easily as a table, you enhance the speed and portability of the game by doing so.