I have to say, none of this really leads me to think that there's much of a commercial future, in terms of attracting new people, to some new merged superRM. Chart-based resolution for combat and skill use isn't unique to Rolemaster, but the amount of it in RM is probably more than any other game; I'm personally fine with charts (I prefer them, in fact) but it's an insta-turnoff, it seems to me, for a lot of younger gamers. At the same time you've got stuff like Savage Worlds and FATE-based games that weren't around back in the day, which are quick and easily reskinned to other settings and currently (apparently) burgeoning. How does new-RM compete? What can we say RM does well that's not already covered by existing, supported games that you can order from Amazon or even find in an FLGS? How does new-RM do better than the two existing RMs, for that matter?
I think we look on convergence of the RM tribes as a good, when we firstly don't know if it's achievable (and a new edition is obviously a fair amount of work) and without enough consideration of how any RM will do well in the market that currently exists. I love RM and did buy the new RMC, but to be honest I can get a bunch of other games, all good, in hard copy in a game store or ordered simply online. I do buy PoD products -- I got OSRIC + monster book, as well as Dark Dungeons, that way -- but it's less nice (and on that topic, I still can't buy RMC that way, right?) and it makes it harder to build groups and spread the word, if there's no store presence.
When it comes to pdfs, I can get all the core Pathfinder pdfs for $10 each (and their basic world guide for Golarion for $10 on .pdf) and the entire ruleset is available online for free anyhow, via at least two very good resources (the PRD at Paizo and d20pfsrd). FATE is also OGL, I think; you can spend a fair amount on, say, the Dresden Files RPG (which is FATE-based) books but they're gorgeous, and people can use the core rules set to build their own stuff freely. Savage Worlds isn't OGL but has a cheap, small core book and thanks to popularity and easy licensing, is getting a load of product. Even GURPS, which is a bit RM-like in terms of complexity and realism/simulation, is at least available in hard copy and I believe has full-time people working on the game. MRQII/Legend is also in active development, has hard copy and has an Open license. That's some of the market place for games available now, all of those companies have full-time people and we are told the market is shrinking anyhow (for a bunch of reasons we needn't rehash now).
Obviously, there's more to the success of some of those games; Paizo has a webstore and had a springboard in Dungeon and Dragon, SJG has Munchkin to bring in the money, Mongoose has a ton of games, Evil Hat just knocked it out of the park with Dresden Files RPG (and Pinnacle just seem really clever), etc. We don't get to pick our realities, though, and I think we should spend some significant time discussing the market into which a new game, and/or the existing ones, would be sold and I don't think we're doing that enough (not that our discussions will lead to decisions by ICE, but if we're going to discuss the situation then I think we should ensure that we discuss the whole situation).
I do love RM and if I were rich, I'd sink money into it to get it into stores and in more speedy development, but not with an eye to making that money back because I can't help feeling that its appeal is mostly to older gamers who played it before, when it was cool. I'd do it for the love of the game*.
*This is a pretty good way to get not-rich, of course.