No offense but do any people consider the impact of some of these proposed rules to the potential new customer? Taking an already complex game and adding more rules isn't enticing to new players.
Which is probably why the topic is
here instead of part of the "Rolemaster Product Suggestions" thread, or somewhere like it.
Any RPG, being based on the idea of immersing imaginary people in an imagined reality, is going to have spots where the rules don't mesh seamlessly with what GM and players have imagined. If the rules were complex and comprehensive enough for that not to happen they wouldn't call it "an RPG," they'd call it "physics". RM, being "an already complex game" as you correctly noted, has built both its reputation and its customer base on what many call "realism", but since it is applied to imaginary worlds could probably more accurately be called "believability". In other words, the average RM GM or player is going to wish for the mechanics to approach the "physics" definition above
as closely as he can without sacrificing playability and without requiring college level math.
Every GM and every player is going to have a slightly different idea of where the "proper" compromise between believability and complexity lies in order for the game to still be playable and fun. For those whose "proper" compromise tends farther toward complexity than your assessment or mine, such conversations as these are useful, as it helps them achieve the believability they want
with the minimum complexity necessary. That's not to imply that it isn't still complex, or indeed more complex than you or I would want to put up with, only that the extra complexity is
no more than needed to get the results you want. To that end, a forum where people can ask, "Has anyone encountered _____ potential issue? How did you solve it?" is a godsend, as it allows all the available solutions to be compared and the "best" (by the questioner's purely subjective standard) to be chosen and adjusted to fit. That doesn't mean the solution will ever become part of the standard rules, or even an "official" optional rule.
Keep in mind that in many ways RM is not,
nor has ever been, a "game system" so much as a "tool kit" for the GM to
design the game system he wants. To my certain knowledge, RM rulebooks and supplements throughout the history of the company have openly warned that the GM should pick and choose which optional rules (if any) he wants to use, and should not attempt to use all of them at once as they are not always compatible with one another. Not to mention some of them have "synergistic effects" when used together that can seriously affect game balance.
In short, the reason RM has so many rules and so many ways to modify them, and for that matter the reason why threads like this one exist, is because RM was designed with "Rule 0" in mind:
Rule #0: A GM has the right to change any rule in a book to fit their game.
My 2 coppers...