Rolemasters biggest hurdle with gaining new players has always been an inaccurate generalization of how complex it is parroted by a bunch of people who never played it. I don't think I've ever read an overly negative review that wasn't written by someone that clearly hadn't actually played it. There have been reviewers that indicated they didn't like the level of detail and wanted a 'simple' game (D&D is what they were getting at) and that's a completely legitimate complaint. But all the whining and gnashing of teeth about how 'hard' and 'overly complex' it is is a bunch of BS.
It's no more complex than D&D,
especially post 2nd Ed D&D. Once you get someone to use the system, either with people that understand it or by truly learning it themselves (not just glossing over rules and exclaiming "This is too hard for me!"), their opinion generally changes for the positive to varying degrees. They may not stick with the system, but at least they stop repeating statements that make them sound like Paris Hilton at a MENSA convention. I could have loads of examples, but I'll stay off my soap box for the time being.
We haven't made full on complete use of Combat Minion yet, but I know it will cut combat time down by a decent amount once the various GM's are familiar with it. We've created simpler versions of a program like this in the past, but Combat Minion puts them to shame. I'm really hoping it's back-end tables expand more and more.