Wow, what a discussio has flourished.
Well, I love to discuss about RPG so I will add some contributions
In generale I've identified in RM these areas where I'd like to see a revision/update/overhaul:
Weapons tables: I'd love to see removed the mobility from them and only account for meterial protection.
Armour materials: RM has been created when very few resources were available about real armours, their protections etc. Remove the concept of armour set to add armor materials. AT from 1 to 20 could simply be armour stacking. Padding (AT6) + Chain (AT 10) = AT16. Someone can argue that chain without padding is worse than nothing
Critical tables: IMHO critical tables should stick more on the five degrees of injury, removing random dispatching. An A or B critical should not kill. They should be wounds.
Breakage rules: simplify them
Foumble: should be in accord to the skill level of the fighter.
Two weapons fighting: More integrated in the basic mechanics.
OB/DB, dodge, parrys and shields: you can be William the Marshal with a sword and Joe Dead with a spear. Combat is a skill developed in a broad manner. You gain principles, grow in the art and then, specialize. In short specific weapons should give a fraction of OB, a couple of skill should be the backbone of fighting.
Ambush and special skills: I'd like see these skills removed and integrated in basic mechanics, without exception.
Profession bonuses: removed, since the skill profression account for specialization. In case mark even more the skill progression to characterize even more the profession (the I like very much)
Round and action resolution: simplify, unify, clarify. A more user friendly, practical, action resolution. I've never well seen the % of activity.
Initiative: I'd like to see more skill based initiative. In combat initiative is less tied to agility, quickness and equipment weight than to fighting experience.
Spells and spell points: too much spells, perhaps too powerful and with too many spells points available (at least in RMSS). Too quick to launch speels. Use endurance to track fatigue, just make that a skill. There is always the argument (nights spents talking about this with my old group) about permanent stone walls created from tin air amidst cities...
Skill as caps: We've found developing skills that function mainly as as "caps" to others skills are a little frustrating.
Body development: In
RMSS you can train to level that... well, simply too much.
Exaustion: Even here a little semplification could be used.