Yes, Character Law is a lot to absorb. I also find, as I look back at it (I've been playing Rolemaster since 1986, so it's all melded in my brain) that it is not at all well organized. There are rules I know are in there, but cannot find without serious digging because they're not where I thought they should be. That got better with newer editions/versions of the rules, but it came with rule changes in many cases.
Spell Law is the next most dense. Because it has the rules for different types of spells, casting, learning, researching, and making items, those make up about a third of the book. The rest is charts.
Arms Law has fewer rules in it, and more charts. The rules cover details of combat, things about actions you can and cannot take as part of an attack, or defending.
My suggestion would be, now that you're done with ChL, go to Arms Law. Skim the part about how to read the tables, look at a couple of those. Then read the rules portion. For comic relief, read some crits from the crit tables.
Then go to Spell Law, skim spells to see what's there. You'll see symbols and notations, flip back to the earlier pages that explain them as you're interested. Then once you're curious enough, go back and read about learning and casting. I would strongly discourage reading the parts about spell research and making items, until you've got the headspace for that. You can run a starting campaign without knowing those.
And never forget the value of casual bathroom page-flipping. The spells, creatures, and crit tables are all great for that.