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Like the previous respondents the group I belong to use a variety of rules, mainly because we have people with different interests so we play different rules for different games.
Ancients - Initially we started playing WRG 6th Edition though this was superseeded for most of us by Warhammer Ancients, until a few years ago we started playing Lion Rampant.
Late Medieval/Renaissance/30YW/ECW - WRG - though it looks like Pikeman's Lament may be picked up soon for the War of the Spanish Succession. We've looked at few others but the Rampant system works well.
Napoleonic - WRG 1685-1850 - and that may get a bit of a reboot for the 7YW.
Fantasy - Dragon Rampant
As well as these we play Cruel Seas, Tanks, and a few others.
Ancients - To the strongest or an adaption of Command and Colours.
Dark Age - Songs of Blades and Heroes, adapted Command and Colours, Tribal.
Medieval - Lion Rampant.
Colonial - Men who would be Kings.
SCW - Bayonets and Ideology.
WWII - Crossfire, Bolt Action.
Modern - Black Ops.
Really like the Osprey range and also the Ganesha Games sets, particularly, Fear and Faith for when things go bump in the night.
The "Perfect Captain's" free range of rule sets are amazing in their innovation:
"Red Actions" for the Russian Civil War and related nationalist conflicts in the period
"Cousin Jonathan" (battle) and "John Bull" (skirmish) for the War of 1812
"Spanish Fury" + "Very Civile Actions" for the English Civil War
"A Coat of Steel" War of the Roses modification for contingent/retinue based 12th-14th century samurai gaming
"Chain of Command" seems to yield good games for the Spanish Civil War on the TMP board
For the record I absolutely ABHOR pure I-GO-YOU-GO systems with endless silly fantasy modifiers to remember and where one side stands around like frozen idiots being massacred cough-SAGA-cough (pg 33-35)