Yes, I tried to keep it rules sparse. I don't like stepping on other people's house rules, and all the games I'm designing for have a wealth of rule books.
Grafton, off hand the only things I can think of that have any RMFRP specificity are:
NPC write ups. There are 1-5 per adventure. As I said, I think you can more or less use them as is. Just ignore skills you don't use and eyeball the PP and skills with level bonuses in RM2 and adjust them slightly.
In the Religion section, I list common professions for the order (I think I do that for magical groups as well, but they aren't very set, more broad terms like "what professions do we mean when we just say necromancer"). Most of these should cross over as is, at least enough that you get a feel for the order. Since that's all it's meant to do in FRP, that doesn't really need adjustment. You might want to ask if you run into a profession you don't recognize, like a Mythic (channeling assassin).
Also in the religion section, I list spell lists from Channeling Comp that you can take as base lists if you belong to that order. You can 1) ignore them completely, or 2) get Channeling Comp if you can find it. Since spell lists only changed in details, not concept, you could easily use them in RM2.
I might look into RMC character sheets and see about doing quick write-up of the NPCs for downloads. I wonder if Jonathan Dale has done one yet.
The big problem with RM2 versions is the optional rules you use are likely to make it so you need just as much conversion as an RMFRP character.