Why is it hard to play at conventions because of optional rules?
While I do not fully agree, I believe to understand Spellsinger's point. When stranger's meet, there may be very different opinions on which rules variant is the best for HARP. Hence on a convention,you'll have to find a consensus prior to play.
More specifically, new players might be overtaxed if they run into a game that is played differently at various tables on a convention (or at people's houses).
Alas: Start at the beginning. On a con, I would most definitely go with the core rules, and the same goes for new players (unless, of course, they enter a group where some rules variant has been chosen, but then you don't have a problem of choice but of learning).
In the long run (I agree with you, masque1223), the options are just that: Option that I may or may not use.
Spellsinger, concerning releases: I share your perception that ICE is slow in putting new stuff out, which is a pity (and yes people, I know there are good reasons for that, but it still *is* a pity). The company is way smaller than Wizards, so if you expect a similar frequency of releases, you'll be sure to be disappointed.
But, when you talk about the future of HARP, I wouldn't fear. ICE is those wackos that even support rolemaster classic, and it's THAT old
So, new material will not be frequent, but will be very well-made, will be supported for a very long time, and you get a great support (after ICE noted that their first print of HARP missed a few things, they remade the whole book and gave it as a PDF to everyone who bought the first print. I found that quite remarkable).
Jan