And the translation of the modules and core might have casued confusion as well.
There are a number of SW aspects that makes stats from SW books hard to translate well to other settings. From the top of my head...SW magic items powerlevel, SW lost technology, NPCs with multiple professions, adventure design effected by having navigators around and similar.
Conversion between systems can always be a problem. I concider Shadow World a high-magic setting, which means items can be very powerful, also, TKA didn't write all the modules and some may bend the rules more then others. Lost technology can be an issue as many systems don't have a SF companion set, fortunately Privateers is compatible with RMSS/FRP. Don't want to break out a SF book? Equate the item to a magical one (any sufficiently advanced technology is indestinguishable from magic - Arthur C Clarke). Navigators, if you find them to be too accomodating, raise the prices, require use of an obolisk or add charges for summoning one to the wilds, reduce the rewards given through an adventure, have the Navigator bargain for one of the characters favorite items that you find unbalancing; they are not modern retailers, think of them more like used car sales men or someone working on commission and they may be your best friend.
I have a problem with the Norek module: the party inherits 3 trading companies and a bar from an NPC. But it was only a problem until I realized a few things:
His trading companies were sucessful because he was selling the travel times of other traders to a bandit group, and this group was allowing most of his caravans pass through unmolested.
But, the adventure before they inherit the trading companies, they take out the bandits. So now the companies won't be as sucessful as they once were and may even fold since they have lost the benefit of the bandits.
Once all the income has balanced against debt (purchase of goods, loss to spoilage or damage, upkeep, taxes, bribes, and so on) the group might earn a gold a piece or two every month (Kulthean month). Plus, if the city finds out that the NPC was helping the bandits attack traders the business may be seized by the city; unless a healthy fee is paid (your choice).
OK, back to the post: RMSS, I'm converting my modules, placing notes as needed for maintaining game balance so I don't forget if I don't run it again for 5 or more years
Oops, almost forgot to address the multiple profession issue: my impression was that one of the professions was from the companions (RMC1 - RMC7) while the other was the core profession that the RMCx profession was based on. This allowed those that didn't want to include an RMCx profession were not forced to use it by a module.