You do realize how long RMU has been in development and that they have no full time staff?
I am painfully aware of that.
But also take into consideration that Brian Hanson has completely rewritten Character Law to fit hand in glove with Shadow World under the banner of SWARM. He had completely rewritten Spell Law for Shadow World under the heading of BASiL. He has completed the Priest King module amongst others. He is now working on a complete reworking of Arms Law.
He also has a full time job and all his output has been play tested or is currently in play test (with regard to his very high level Shadow World adventures).
Brian is but one person yet he is just a Creature Law short of an entire game system.
The question of full time staff is possibly self fulfilling. If you do not put out sufficient saleable quality products then you will not generate sufficient income to employ full time staff.
If you look at the earlier RoCos there were half a dozen professions, maybe 20 or so spell lists and then a mixed bag of optional rules. There are now clear rules for creating RMU professions and the core rules are much better in structure, there are less weird outlying exceptions. One person working part time could recreate an entire companion on their own. Much of the profession text would be a copy and paste job/proof read task. The skill costs are quicker to produce as there are rules for that. The spell lists are a larger task as the blanks need filling and the spells rebalancing. The optional rules, if they are even needed are going to be relatively easy to port across as RMU is better structured. The original optional rule author has done all the heavy lifting of identifying the problem and coming up with the rule concept. Any new races are going to be easy to recreate as RMU has clear rules for race creation and the concepts are already in the old companions. The race descriptions are another copy and paste/correct task. There are quite a few critical tables in the companions and there are clear rules creating the new critical tables. The witticisms from the criticals can be copied directly across. There will only be a limited number of criticals that will have to be created from scratch to fit the new critical table structures.
In essence one person working part time could probably do a RM2 to RMU conversion in under two months. Two part timers could release a RM2 to RMU RoCo each month by staggering the releases.
Alternatively you could have one person go through all the companions and extract all the character races. Then use the RMU race creation rules to rebalance them all. The descriptive text is a copy paste/correct task. Re-use as much art as you can. You then have a RMU Racial Law. That is a quick and easy book to produce. At the same time you repeat but pull out all the Arms and Skill based professions. Rebalance them for RMU as we have rules for that. Drop in some new combat tables such as a dedicated Rapier table for a duellist profession and a dedicated shortsword, net and trident tables for the gladiators and you have a RMU Warrior Law. I concede that the spell lists will take longer but those first to companions are going to be significantly lighter so you can then move the effort to the larger tasks.
The early companions were basically the house rules from individual campaigns. They do not have to be like that. You can structure them so that they play into our own strengths. You can look at all those spell casting professions and all those spell lists and chop them up into realms. Many of the spells on the lists were repeats anyway so you can probably fill a few of the slots with the existing spell from RMU Spell Law.
I am not saying it has to be done the way I describe it. I am just painting a picture where ICE can be more nimble. If people are saying they will be reluctant to move to RMU because the additional support material will not be there then they can solve that problem. If the bottleneck is page layout then use freelance page layerouters. If the bottleneck is editing then use freelance editors. The money for these freelancers will come from the sales of the companions. It is a virtuous circle. The more alive an dynamic the game system appears the greater the likelihood that people will give it a go and buy into it.