And that's where he utterly fails.
Because if you want a system where "caring about efficiency is wrong" (or rather unimportant), you make a system where players can't make choices they'll later regret.
The BP/XP split achieves exactly the opposite of that.
Yes, BP is simple. That's because BP has no scaling costs. Which is fine, if you want simple. (I disagree that you need a simple character creation system, but that's a matter of taste).
The BP/XP split makes it extremely complicated.
If it were just BP, it'd be fine. If it were just XP, it'd be fine - slightly more complicated, but just put a damn table into the book what each dot costs if you really think your players are that afraid of simple multiplaction.
But you have both. You have a system where buying something during character creation can be either vastly cheaper or vastly more expensive than during play. A system where, if I buy my attributes or abilities inefficiently during character creation, I'll possibly more than a dozen play-sessions behind in terms of XP.
And you can't tell me that caring about that is wrong.
You don't even need to be the kind of person who cares about such things to notice that. If I just play normally and advance my character in a reasonable way, but one of my fellow players has six more charms than I do despite having comparable attributes/abilities? I'll notice that. And odds are, it'll feel unfair.
You want simple? Fine, get rid of scaling costs altogether. Adjust BP-cost a bit so that you can spend smaller amounts of "BP" on the small purchases (such as sorcerous workings), and you're good to go.
You want simple, but want to keep scaling cost? Go all-in on XP, use them during character creation.
You want non-scaling character creation cost, and scaling cost during play? AND simple? Sorry, can't be done. It's just too big a contradiction - choose any two.
In my personal opinion, keeping the BP/XP split is just outright negligence.
It's an obvious problem. It's easy to fix - it barely take a few hours for a single person to come up with workable alternatives.
But most importantly, there is absolutely no merit to it whatsoever unless you want to create a complicated numbers-game for optimizers. I'm an optimizer, I love putting five hours into character creation just for the stats. Guess what, your system isn't appealing to me since it doesn't even inspire creativity - it has obvious best choices, I can't squeeze anything interesting out of it without sacrificing tons of character progression.
If you aren't an optimizer, that's not a problem. It turns into a problem very easily though.
And it's not even a stylistic choice, or a choice of favoring free-form over rules systems.
You want to gut Thaumaturgy? Well, at least the new system does a passable "mystic with in-born gift".
You want dice-tricks and tons of charms? Those can at least be interesting and offer some variety if character specializations overlap.
You want a complicated craft-system with more charms than any two other abilities combined? Hey, if you want complicated crafting, it does the job.
You want your players to free-form organizational tasks? Sure, that's a valid design choice.
But this? This is just a mess you were too lazy to fix, at best - if not too arrogant to do so.