I really appreciate the kind words! I'm glad to know your group has found ERA to be a good tool.
As time permits, I intend to add more features and improve on those already included.
Now let's answer all those topics!
1 - The character creation module was not developed with the intention of using it from a tablet or a cellphone, since there is a lot to do on each step, with lots of input required on some of them. Anyway, it should be usable.
I think your browser may be shrinking the selection (like those used for race and profession) into a single line widget. Have you tried clicking on it? I tried the module on a small resolution device, and after clicking on what looks like a button with an arrow on the right, got a full screen list of the options to choose from.
2 - I checked the bug you mention and it's there, so I will try to fix that in the next version.
3 - If I understand correctly you want each background option to know its corresponding number from the random table. I am not sure how to approach this since they may be found in different tables. And it would also complicate things when applying the same idea to RMFRP.
Adding the option to randomly pick on from the filtered list shown is easier. Let me know if that would be enough.
4 - The character creation module does not have any button to restart nor to go to the module selection screen. I never added them, but I promise to consider the issue for following versions.
5 - The character creation module has previous and next buttons during the whole process. If you mean how to edit backgrounds or languages after creating the character, you need to manually change things in the character sheet module. For languages you just add the skills, then adjust the number of ranks using the edit skill mode. Background options are simply added to the character notes, so you open another tab in your browser, move to the background step and copy the description from there.
6 - Secondary skills work in a special way because they do not exist in RMFRP nor RMU. They are handled in the simplest way, and up to now that only means considering them for DP expenditure during level up. I will try to improve it in future versions, so that you can at least have a filter, or see them in bold, or both. Thanks for the suggestion.
7 - This is kind of there already. Every time you level up a character, and click on the finish button, a special XML log file is created. It details the rolls obtained for stat gains, any training package purchased, and the detail of the ranks purchased for the different skills. You can find it in the directory holding the character XML files (normally /ERA/RMC/Characters/). You can just open them with any XML file reader or Internet Browser, even Internet Explorer will offer a nice enough view of it.
8 - Adding more random roll buttons is on my to-do list. It just keeps getting pushed down by other requirements and bug fixing, but I will get to it.
9 - I haven't had that much feedback from the RMC Character Law optional rules document back when I created it, so I never got around to doing the others. Now that I know there is interest in it, at least for your group, I will put it on the to-do list.
10 - There is no setting to turn it off, but you can achieve that effect in your group by manually adjusting the ESF. Find the references to helmets on the XML files in "/ERA/RMC/Configuration/ArmorTypes/". This is considered "advanced customization", so try it out and if in doubt let me know about it in the advanced customization thread for ERA.
11 - I always took it to mean 5 lists developed in the same level. This rules is supposed to be based on a similar one in RMFRP, where professions clearly state their cost as: First 5 lists developed in a given level, 6th - 10th lists developed in a given level, ...
12 - The behavior of body development for RMC is really different to how everything else is handled in Rolemaster. Adding a box like you suggest would of course make sense if using the rule, but it would require some changes on how that part of the application work. I can't promise to add it in the next immediate version, but I will keep the request in mind and do something about it as soon as possible.
13 - That would require, apart from the hit die box, adding the information of hit die (and maximum hits?) to the races, and also a random for it. It might get added in future versions one step at a time.
14 - You are right. This rule is quite obscure and also does not seem to apply in RMFRP. I will consider this a bug and try to get it working for the next version.
15 - The DB numbers are [Base DB/Maximum DB]. Base included QU and Armor DB bonus. Maximum is the base DB plus all the defenses you create for the character. You can add as many defenses as you want, since they will not apply automatically. They are there just to help the GM when the character gets attacked. For a shield with different possibilities, add 2 defenses, indicating something like "Shield (Melee)" and "Shield (Ranged)" with their corresponding values. When resolving an attack, the GM must choose which defenses apply, and the total DB is computed. Let me know if that makes it clear enough. This may be difficult to understand since I tried to use as little space as possible for it. If you find it confusing I could try uploading a tutorial video for how to handle defense.
16 - Inventory and Encumbrance is handled from the GM point of view. This ended up like that since in my experience the players don't want to be bothered that much with it. I will consider your request for future versions.
17 - The foraging module is not as finished as I would like, so I was delaying the files with the complete herb list until I had time to complete the missing features. If possible, I will try to improve this for the next version.
18 - Just as with the optional rules document, the tutorial videos available where just the first attempts of trying to provide assistance in using the application, and I was waiting for feedback before continuing. I will start preparing some tutorial videos for the adventuring module, but it may be a while until they appear online.
19 - The way I handle adventures is to prepare characters for the enemies just as you would for the players, skipping some steps and manually editing the skills and stats to the desired values. Then you can add them to the adventure in just a second, and if you load a character more than once, ERA will automatically add a [#number] to it. So you can add 4 zombies and it will read Zombie, Zombie#2, Zombie#3, Zombie#4.
Anyway, the next big feature that I am working on is the Creature Module. With it you will be able to quickly create enemies and add them to a special database to be used during your adventures.
20 - I want to use the 3 professions from Combat Companion, how do I do this?
You must add 3 files, one for each profession, to the "/ERA/RMC/Configuration/Professions/" directory. You should check the questions about custom professions in the advanced customization thread, and post there if you need any further assistance. Sadly, because of the legal status of the Combat Companion, ICE can't offer it as a package for ERA.
Thanks for all of your suggestions, observations and encouragement. This month, and most likely next one as well, have a lot of my time already accounted for, so I don't think a new version will be available before the end of the year.
I will try to focus first on the bugs you've found, and also on any improvements that do not require major changes, so that you can make the most of the application as soon as possible.