I love that WFRP4e is getting some love in ENWorld. Just started a campaign in January.
I'd like to give a call out to the excellent Foundry game systems and modules from Cubicle 7. It really helped me getting into running WFRP quickly and was the deciding factor between WFRP and DCC Dying Earth for me. The crunchier combat and great random tables are fun, but can slow things down at the table, especially with a less experienced DM (hi!). Having that automated by the VTT speeds things up and allows you to enjoy the fun without the page flipping.
The other benefit of the VTT is it addresses my main complaint with the system. The Core Book has some things that were not well play tested. Especially the magic system. The new magic rules in Winds of Magic are great. But not there are two books to reference. Also, a lot of the rules in their subsequent books, esp. Winds of Magic and Up in Arms are not additive, but replacements to core rules. Then the various big adventure books make other subsystems availabe, which are cool, but very soon you are trying to cross reference rules from a small library of books.
Yes, you can just play with the Core rulebook, but I find that the new rules and additional systems fix things I didn't like in the Core Rules and add some cool mechanics, but I find they take more effort to master and plug into the core rules than additional rules for D&D 5e. The WFRP4e game system helps with this so much. You just select which rules variants and optional rules you want to use, everything is searchable and cross referenced, and they add all manner of Quality of Life features that make it much easier and fun to run.
I worry I'm scaring away pen and paper types away from the game. But this is a me thing. For those who like cruncier systems, it certainly is not more difficul than Pathfinder and other crunchy systems. But having the VTT really helped me get started with running WFRP.