It's not a matter of like or dislike.
It's a matter of "believability".
Don't misunderstand me. RM works fine the way it is. But, personally, it has some compromises that I can't accept.
In addition, in all these years and different RM editions, a step or two to change some "abstractions" could have been made.
In addition, while RM's combat system abstract some factors (like armor protection) some other aspects, personally less important and less "fun" are detailed, like facing.
Here a short run:
1) Initiative
Initiative is a "multiple" factor value. Quickness is only one factor and isn't the most important.
Especially during a battle experience, skill, courage are what distinguish a Olympic athlete from a forged soldier.
The so called Veteran Effect.
Fear, indecision, pain, being under fire will immobilize even the faster soccer player.
In short Initiative should be, imho, a skill.
2) Tactical Sequence
The tactical sequence should be streamlined and rendered more "real-time". I've already thinked an alternative tactical sequence, without rigid steps.
3) Active Defense
Well, an active defense. No more a static DB usable only against a single opponent but a more fluid defense system.
Some simplification will impact the speed of the combat.
Removing facing and some other factor with some well-placed penalties.
4) Confront Based Fumble
Fumble will be dependent from the skills of the contenders and not a static number. Be you a master swordsman or a village shepherd will influence the situation.
5) Location Wise combat weapon charts/crits
Well, location-wise system. I want to hit the left shoulder. The system will allow this.
6) Faster and simpler "breakage" rules (in hope of more fun and a small realism gain)
Self explanatory.
7) Faster and simpler "Exhaustion" rules (in hope of more fun, less bookkeeping and more usability)
Too bookkeeping and PCs can keep fighting for hours.
Not so realistic. Not so fun. Too slow.
You can do only 10 seconds of dash and can fight with an AT20 and a two-handed sword for much longer.
Instead of "fatiguing" the player will expend exhaustion to "improve" his skills momentarily.
As I said I was not thinking to the "Ultimate RoleMaster Realism Mod", but to a more dynamic system.