I've just written and run a series of adventures using 2nd edition rules which went down very well at the club I play at. Surprisingly well actually, they usually prefer more cutting edge rules-light indie games - and after all is said, Role/Spacemaster cannot be described as rules-light.
However, the key there was spending a few hours - OK, OK, more than a few - devising a spreadsheet on Excel to manage the work of character sheet maintenance. What we ended up with automates skill bonus calculation (taking into account the unskilled -25 rule), similar skills, level bonuses, and stat bonus, populates skill costs for each class, and covers all classes and weapons and skills found in original rules, SpaMCo I & II. Some of the formulae still give me nightmares even now.
Anyway - I devised my own planet for the campaign setting - while officially in the depths of House Devon space, it was missed off a lot of documentation and many pieces of Imperial legislation don't apply there (this owes itself originally to an error in the initial survey what missed the only inhabitable planet). As a result the society is a bit broken, and it is a true corporate state, with the main power on the streets held by a set of crime bosses who do most of the work that police would do but with added corruption. There are police, but they are so massively underfunded the best they can hope for is to maintain a public face and if pushed into action adopt a "shoot first, ask questions later" policy.
The players have some into the employ of one of these crime lords as she needed tasks doing that were dangerous and outside the remit of her regular security force. The missions so far have been:
i) an initiative test where a rendezvous was arranged but no one was there to meet them. A note was left which they had to find, with a cryptic clue to the real meeting place which they had to find, decode and travel to within a time limit. I had them attacked by a gang of the desperate poor on the way to introduce them all to combat and why it's important to avoid taking criticals.
ii) another test mission, overnight guarding of an arms shipment, again with an attack by a gang of poor unwashed. The key here was staying awake, and not being curious about the shipment
iii) running a package through some high security checks to a contact in a different township (one of my PCs was a black market smuggler)
iv) finding and retriving a package from an enemy faction's safehouse (a local business with an extensive set of back-rooms) - this also required them to plant an electronic bug in their comms gear (had a tech in the group as well) - all without killing people so it looked more like a theft.
v) finding and retriving a shipment of ordium 2 alloy that had gone missing in the wilderness. After locating the downed transport, they had to deal with the wannabe thieves and then find a way to get the shipment back to the intended destination. As they managed to patch up the malfunctioning mk20 military blaster that they used to down the transport, I had them attacked by a couple of gunships as well. All good fun
vi) taking some weapons with a very secure genetic test back to the Legion embassy, the Legion being a set of super-mercenaries which I have shamelessly lifted the idea from a children's book I read as a child, written by Douglas Hill) but with a main missiomn there of getting them to agree to do business with their boss (the Legion's ethical code generally getting in the way of being associated with criminals)
vii) a scene-setting mission in which their boss requires their presence as additional muscle and goes to a nightclub on her territory to confront the heir to her main competition (*who also owned the safe house). She got carried away though and instead of issuing a warning ended up killing him. This is where we are up to in play.
viii) precipitated by the events in the last mission, clearing out and destroying the save house they went to earlier, with a secondary objective to rescue the boss's informant
ix) will be a mission on behalf of the boss's father from whom she inherited the operation. The PCs will need to break into a private paramilitary compound and steal a cutting edge tank. There will be a double-cross though which puts the PCs in great danger. Seems daddy doesn't like how his daughter is running things
x) the above degenerates into a full scale turf war. At this stage I am unsure on the next step - either they will be sent away to their boss's private tropical retreat to discover trouble there, or they will be put in charge of sorting out the rival family whose heir she killed and whose safe house was obliterated, to avoid the boss having to manage a battle on two fronts (her father's forces being the more significant)
Anyway, hope at least one of the missions above gives you an idea - hard to suggest anything specific without more info