In my opinion, there are many posts here that have some good points. I think one of the great flaws of RM is that they did not improve these "hiccups" with each new version of the game. Notice that the (in my opinion) brilliant rules of "Artesia, Adventures in the Known World" have picked up some of the best ideas of RM, but added a lot of common sense based on experience with other RPGs. If you go back to the games from around thirty years ago, you will see that back then, game designers expected players to swallow the rules no matter if some of them were nonsense. Nowadays, people expect consistency and more common sense.
Still, Artesia lacks the flavorful combat and maneuver charts of RM (although these could need an overhaul). I have run both Artesia and RM with a group (simplifying both a bit, and using Combat Companion with RM). The players actually liked both, but for different reasons. As Pastaav noted, the players hardly noticed some of the inconsistencies in the tables, partly because I (as GM) was interpreting the charts. This does not mean that these details are not annoying, though. However, the players really liked the brutal combat and the possibility of in-between results in RM.