Well, I've recently started looking at the ruleset again after not using it since early 2014 or so. This inherently involves an updated perspective on what to expect from a ruleset after using multiple rulesets that were transitioned to Core RPG (my terminology may be wrong here... no idea... but hopefully the point is understandable). Also, I'm certainly not trying to troll or be a **** disturber or disparage anyone's work/dedication/etc....
Let me start with the caveat that, even without the last ~ 3 years of advances, RMC did and does handle a Rolemaster game like a scalding knife through soft butter. In fact, way back when observing the RMC ruleset in action and playing in a game we were both part of is what sold me on choosing Fantasy Grounds in the first place. The RMC content was my first purchase after I push my chips all-in to the middle of the table with an Ultimate license - so I was sold then and I'm sold now... but that doesn't mean I don't see the GM's job made more difficult by the absence of a number of items.
There have been statements that RMC isn't built on Core RPG; as I am not a programmer, I don't really understand the significance of this, other than the statement also came with a follow-up statement that as a result the advances in Core RPG aren't built into RMC. I could very well be wrong about this, but at first blush I'm not seeing it. Again, I have no frame of reference, but I suspect that moving RMC to be a Core RPG ruleset would fall under the "difficult", "time consuming" and "likely financially or otherwise impractical" categories.
There are a lot of things that aren't present today that have been added to Core RPG rulesets over the past 3 years. Their absence doesn't mean you can't run a game in RMC, just that you need to adjust how you do things. During the recent refresher Ardem was nice enough to host for Andraax and I, most of my questions revolved around "how to you work around not having (a,b,c,d,etc...)?" Some of those questions Ardem answered on his own without me even having to ask... so that tells me IMO at least, that functionality adds would be a Great Thing. Some of the answers were of the "you don't" variety.
Targeting has been updated - that much I notice.
I understand that RMC is possibly one of the least utilized commercial rulesets on FG, just based off of having been very active on the boards and seeing relatively little activity in the dedicated section, the LFG section and the common discussion areas. I know you can't base your full opinion off of that, but the yearly usage rates information shows RMC and C&C are close to equal, and since C&C is my other favourite ruleset, I can compare and contrast a bit.
But... I go back to my caveat - the FG ruleset handles the Rolemaster system amazingly - it just doesn't have a lot of the things that have become common. This makes using it more "fiddly". I also suspect that preparing for RMU plays/played a part in this.
- Party Sheet and all the functionality that goes with it (easy to reference stat/skill blocks for the party, marching order, watch order, XP monitoring and awarding from Quests and Encounters).
- Ability to open the Images folder in game.
- Old style flags across the bottom instead of the new sorting through all/selected resources methodology - applies to Images, NPCs, Items, Story entries, Encounters, and possibly a few things I'm forgetting.
- Treasure Parcels and the ability to easily distribute contents.
- Quests and Encounters that a GM can easily distribute XP automatically (understanding that much of the XP gain methodology is different in Rolemaster and without an automated tracker built in, some of this just can't be done).
- Automated XP tracking as per standard RMC.
- Token facing functionality.
- GM Ownership on the Character Selection screen.
If any of these things are present, I would be very happy to have their presence pointed out to me. There's probably a few things I'm missing on that list... I blame the perpetual fog of a number of years of chronic insomnia resulting in an average of 90 minutes of sleep on an average night.