Hm. I’ve just skimmed Blades in the Dark, but it seemed to me at the time that a lot of the cool bits could be imported into Fate. Clocks, for example, are basically stress tracks attached to game events. An earlier version of Fate even had a mechanic similar to this called Plot Stress — see Starblazer Adventures and Legends of Anglerre from Cubicle 7 (if you can find them; they were both licensed properties, and have gone out of print since the license expired). The Romance in the Air book from Fate’s Worlds of Adventure series of setting supplements includes a “Balance of Powers” mini-game that lets you act as nations and play out international relations in order to set up the situation for individual-level interaction later on; something like that might be adaptable as a faction game.I was going to come here to talk about play-style. One of my favorite games is Blades in the Dark, and the thing I like about it is that the game itself provides structure and mechanical support for player-driven sandbox roleplay (with tools like the faction game and faction actions and clocks, the highly structured format of scores, and the system for downtime actions for player projects, recovery and consequences of rising fame and notoriety, all of which interact and feed into new avenues for player-driven gameplay). As far as I know, Fate doesn't have stuff like that. I'm sure it can do most genres, but that's not the same as "can do anything."