Actually the whole skill bloat is one of the reasons I was thinking more of a "redo" instead of an exact copy. If more skills were added to bring RMC closer to RMFRP or RMSS, but leave out alot of the "What the heck is the difference between skill A and B" skills, it would end up adding to the system (which is what RoCo II originally did for RM2), but with less confusion.
As for the non-spell using professions, either the old way of having a bunch of varied types, or like what OLF suggested by having a ruleset to create your own different professions (i.e. something uniform without the need to house rule it). I do however agree with WinterKnight, so providing a series of example templates (i.e. the old non-spell professions) would be great examples...
For all the good (IMO) that RoCoII bought, I do agree there was an equal amount of stuff I threw out.
I think one thing that was never really clear in the old RoCo's was that these were optional, so everyone tried to put it all in, and basically caused a mess. I know it was mentioned in the beginning of each book, but if there were a synopsis of each rule addition and how it may effect a game might have had people think more about it.
Going back to the skills, it good be a good way / time to test Rasyr's theory for tiered skills (more skills = more DP's) and allowing varied complexity. I know Rasyr thought of this for a possible RM rewrite... I think a companion ... read "Optional rule book" ... is a great way to test it out without creating a whole new game for a test.
On a side note, part of what started me on this track was starting a RMC game a few weeks ago... I found myself asking alot of "do you guys have this skill?" only to remember that was in RoCo2... so I went through and added the choise skills I wanted to see back into the mix along with old RM2 professions. Was a natural progression to think of a potential RMC Companion...