In many ways HARP is less complicated, in others it is not. Many people find Rolemaster to be very simple but the complexities come from all of the modifiers that can be applied.
Let me quote the advertisement on DrivethruRPG.com (Emphasis mine.):
HARP Fantasy brings you all the flexibility, simplicity, and drama you crave.
Sounds to me like the game is trying to be less complicated on purpose. Now, if you want it more complicated that's fine, each to their own (that would be where the "flexible" comes in). But let me ask you this: If you want more complicated, then why no just go with RM?
Yes, once someone understands something it tends to be easy, at least, easier. But the "simplicity" part seems to say, that this understanding should be simple and therefore quick, so you can have the "fast" part of game-play that HARP is said to have. (Also part of the description on DrivethruRPG, btw.) I like to tell people that they can get the book, check it out for a couple of hours, make a character in less than an hour and be playing immediately afterwards. They seem to like that.
So, I stand by my earlier statement: don't worry about it too much, keep skill bloat at bay, don't have all manner of
this skill is needed at X for
that skill to be anything, etc... Keep is simple, and it will be fast, the more of these "little" rules you throw in there and the more complicated, and slower, the game will be.
The only way I was able to get the group I am running now to play HARP was to sell the simplicity, although they believe it is still a bit more complicated than D&D - but I think that has to mainly be because of character gen and advancement where you have more choices to deal with, cause rules-wise HARP is much easier.