Perhaps discussing what makes a game polished would be a good topic for a show? (Or is there one in the catalog somewhere that I'm not remembering?)
Hearing your further explanation, i think I've got a pretty good handle on what makes a game Abrahamic, and I agree with your classification of FATE, Savage Worlds, D&D, etc as falling into that camp.
Based on my understanding of the term, if I had to name a game that was egalitarian I would point to How we came to live here.
The game has two GMs, and play goes something like: GM 1 takes a turn introducing a conflict from inside the village, Player 1 gets a turn framing a seen about their character, GM 2 takes a turn about a conflict outside the village, then Player 2, GM 1, Player 3, GM 2 and so on.
I recall from skimming through Mouse Guard that there is a bit where it is specifically the Player's turn to set a scene to advance their character's goals. Is that the bit that tips the game towards egalitarian? If so, is there something similar in Burning Wheel?
My basic understanding of BW is that during the play the GM introduces some complication or challenge (based on someone's BITs maybe?) and the GM thinks that there will be an interesting outcome if the player succeeds or fails this challenge. The GM then sets an Obstacle for the challenge, the players roll the dice and the action gets resolved. My understanding of the game may be flawed, but if I'm close, that all sounds fairly Abrahamic? Is there some other feature of the game that tips it towards egalitarian?