I have actually gotten started on generating the characters now, to see how well it has all panned out. Me and my guinea pig were at first a little unsure about only having 50 points of bonus to be spread around. But by the time we'd added points from his background options (either rolled or traded in) and racial (plus lich racial), he ended with a very respectable set of stats (lowest being +5s) - which I'm okay with, since unlike the previous party, as the highest was a +25, we weren't getting into silly levels of ability modifiers and innate stat ability ranges. Background points - especially the ability to trade away an undesired option for a +5 bonus to assign where desired, gave a considerable boost and I was happy that this was about the right mix.
On the flip side, I came to do an Elf PC... And realised with the new bonus => stat system, it meant elves would now have a racial base SD stat of 2. Not, that's not a type, actually 02 - because of the -20 bonus. Now, in the old system, the stat penalty didn't matter quite as much when you had the actual stat bonus behind it... (And DPs were derived from the stat, not the bonus.) But it would now mean that stat-damaging effects would be INFEASIBLY effective against Elves (e.g. RM2 Mind Erosion (though the RMC version is vrs bonus), Mental or Time criticals) - or Orcs for that matter, so much so that it would be daft in-universe to not abuse it. (It, as you can imagine, also crippled their DP something rotten, which also unacceptable.)
So, after totting up the Elf racials, and deciding that, actually, even without a -20 SD, the lack of background options was still making the choice pretty fair, I drastically reduced the penalties on the races (Elf, (by extension half-elf) orc and greater orc) in question. The Elf SD penalty was always rather controversial (I don't think anyone in my group ever saw it without going "what? Seriously?!", so I don't feel reducing it to -5 was actually going to do much harm.
(I suppose the alternative would have been to scale the bonus to stat system more, so that 1 was not -25 (you could make an argument for making 1 insect level intelligence, 2-3 animal intelligence maybe... But on the other hand, RoCoVI does model that via race bonuses anyway, and the existing system does allow for variation amongst individuals, so I think this is probably the better solution of the two.)
After that adjustment, the Elf PC came out pretty much on target.
(I think in general, I am starting to think that some of RM2's "you can but the cost is insane" may as well have read "no, you can't" since when you only have 30-40 DPs to play with, no-one is ever going to spend 20 points to (attempt to, if using the standard rules) learn a 1st level spell as a fighter, so I've been modifying a few of the higher DP costs back to 6 or 8.)
I also discovered the surprising amount of skills in RoCoII/SpMcoI that had DP costs but no write up, write-ups but no DP cost and that Genetics/Genetic Engineer and Cybernetics/Cybernetic engineering, despite being ostensibly the same skill (with only one write-up) was listed as two in two different places...! So I got out my pencil and added DP costs (or skills to DP costs) and made some judgement calls on the skills without descriptions (see below).
(A task made easier by some gentleman whose work I found google search who had been attempting to convert them to RMSS or something.)
Airborne Assault: Renamed Airborne Combat (Arms Companion p69).
Armour Working: No description. Use unknown nor readily identifyable as General skill.
Fluid systems: Bonus for the understanding of fluid mechanics.
Cybernetics/Cybernetic Engineering: Due to proofing errors, Cybernetics should have been Cybernetic Engineering and listed in the engineering skills category with the cost of Cybernetics. Skill costs have been corrected (listed in bot places, lowest of either assigned cost): skill description is under Cybernetic Engineering.
Genetics/Genetic Engineering: Due to proofing errors, Genetics should have been Genetic Engineering and listed in the engineering skills category with the cost of Genetics. Skill costs have been corrected (listed in bot places, lowest of either assigned cost): skill description is under Genetics.
Mechanical Diagnosis: Bonus for assessing the working condition of mechanical systems and diagnosing problems. This skill does not include the use of tech or multiscanners, but does include the use of diagnostic procedures which may include the use of information obtained from a scanner.
Tax Law: Bonus for understanding and application of laws pertaining to taxes. (This skill only applies for the use and understanding of legal methods, see Tax Evasion). This skill must be developed separately for each culture, though similar skills may apply.
Toxin Identification: Renamed Poison Lore; see Poison Lore description, RoCoII
Depressingly, I can see myself ending up finally cracking and writing a master skill table across both RM/SM on a spreadsheet for all professions - something I begun once in my youth, in the days when I was still doing it all by hand and gave up)...! A monumental task, but perhaps with the inability to replace RoCoII, one I perhaps ought to do. (Among other things, I suppose it would make it a little easier to be able to have more than one copy of the DP costs floating around...!) But by frag, that will be a job and a half.