I like the moodlet system in The Sims 3 probably the best.
I mean it isn't perfect but it by far is what I think happyness could be reflected as.
Quite frankly, I think it's rubbish that they can't even come up with something more complex than DF's placeholder "happy/unhappy thoughts" system for a game that revolves around managing people's lives.
This isn't to say it's not an improvement over previous titles, but goddamn, they could do so much better. As it is, it's extraordinarily easy to keep sims happy for silly reasons (remind you of anything?), except for when certain bugs hit.
Basically, that kind of linear mood system just doesn't cut it if you're trying to represent a person's mental state, especially because it consolidates all short and long term issues into a single "Are you feeling good?" scale.
I also feel like the new personality system is a step forward, backward, and sideways at the same time. The "trait" system is great if you're creating wacky quirky sitcom characters, but that's about it. There's little sense of simulation in it, and everyone winds up being defined by a few specific quirks and literally nothing else, and a lot of those traits aren't even particular well-designed or balanced (it's actually
easier on average to keep a neurotic sim happy and tranquil than one who isn't neurotic, for instance). It's an
entertaining system, and on average it differentiates sims a bit more, but it entirely neglects the subtle and universal variations between people that are necessary if you're going to even claim to be running a simulation... which, of course, they don't.
This is discounting all the other weird technical and implementation problems with the game (just check out the
readme for what is probably the most popular core mod). The Sims 3 is like a lot of other modern games that attempt to seem sorta complex: A lot of it is built more-or-less out of cards, designed to appeal for long enough that you've bought the game and gotten some enjoyment out of it, but little more, with middling levels of patching and support after-the-fact.
As for autonomy. The Sims 3 is also by far the best as long as you realise that the sims needs don't need to be very high all the time. As for amount of stuff done in a day... I have no problem with that for the most part.
Autonomy has always been pretty bad in The Sims, and it still is. They still have no concept of being proactive; a sim will go to bed even if he should know full well that he'll be pissing his pants in the middle of the night. If they screw up even basic things like that, how can we expect them to make much more complex decisions that are obvious and intuitive to a human player, like "don't cook breakfast because you suck at cooking and the guy who doesn't suck at cooking will be up in an hour" or "you're a firefighter responding on-site to a giant housefire, maybe I should continue to put out the blaze instead of
watching the man's television" (yes, they will do this).