I have in my years of playing RPGs seen many possible orders for the chapters in an RPG, and somehow they always feel off to me because some parts are feeling as if they are in the wrong spot. Let me explain by dissecting a couple core books as example:
l5r-4e
The core book starts with an introduction to the idea of RPGs. After that 5 big chapters named for each of the themed elements: the world description, the basic mechanics (including combat rules), then Character creation (subchapters for character options, skill descriptions, merits/flaws, spells, and equipment), followed by more advanced mechanics (mostly more character options) and then the GM chapter.
shadowrun-sr4
Typically for Shadowrnun, there is in-character fiction between all chapters. In the 20th Anniversary edition, the chapters but for those fictions are a Primer to RPGs, General World History, world description, basic mechanics/concepts, Character Creation (as overview), Archetypes/example characters, Skill chapter, Combat chapter, Magic chapter, Matrix chapter, GM chapter, NPCs, and finally Equipment.
werewolf-20th-anniversary
In classic Werewolf fashion, the start is a comic (not a fiction as in vampire). Then the book is in 3 big "books" with subchapters. Ignoring the books, the chapters are Introduction to RPGs and Werewolf, a world history, then PC options (where they sneakily put character trait descriptions!), THEN character creation rules (with descriptions of skills, merits/flaws, etc), Supernatural abilities & toys, THEN the basic rules, followed by how to run more complicated stuff (including combat), then the description of the parallel-world (Umbra), then the GM chapter, the NPC chapters (allies & Enemies) and finally more play options in the Appendix (among others: Merits/flaws).
hc-svnt-dracones
2nd Edition starts with a non-indexed primer of what an RPG is, then comes the world's history and society, then the basic Rules (including rules for character creation), a few archetypes/sample characters, then a mega chapter called "Adventuring" (contains: more in depth rules systems, character & plot progression, equipment), then character options (implants, species differences, more implants), then combat & advanced combat.
Problem statement
As you see, it is conventional to start with some sort of primer "What is this book?" and a world overview, but then options diverge on what should be presented in what order. It appears that character creation is just as often presented before the basic rules of how you play as it is after, or as part of the basic rules. Sometimes subclasses of mechanics get their own chapters that are easy to find, other times you need to look back to the character creation for information that would be required during play... It seems like each RPG has its unique approach to sorting and none is perfect.
Question
Is there a method to the madness, in how the theme and design of the game result in a better or worse order of chapters that can lead to benefits in play or how one handles the book organically?
Remember: Answers should be backed up, such as by referencing the reception of specific chapter orders in reviews, exploring industry standards, or referencing experience from publishing from the writer, editor or publisher side.