1. They say RM is customizable. However, it is even more a class-based system than D&D. You can't multi-class in RM. It's not usually adviseable to create an "non-standard" version of your character class. There are just a lot more classes to choose from
2. My feeling is that the base RM rules do not give characters enough skill points. It is very hard to get a well-rounded character without sacrficing your non-DP stats. RAW, you need very high skill modifiers to succeed at even basic tasks, which means you have to max out your skills to be effective. This encourages specialization, not customization.
It's customizable because you can learn any skill or spells.
Imo, it should not be easy to multiclass unless you have huge amounts of downtime and, by downtime, I mean months or years- look at the training time to pick up a training package. If you are off on quests adventuring, you don't have that time which is why I one of few big issues with DND 3e is the multiclassing system.
As for maxing out skills to be effective and that encouraging specialization, that is a group or player playstyle issue and one that I have encountered far more often among DND players unwilling to purchase cross-class skills. Yes, there are might be a few skills that players will max out, because unlike DND, you don't get automatic increases to BAB or automatic spell knowledge as you progress. However, in the various RM groups that I have played with I have only encountered one player that overly specialized. The other players would think about their character concept and background and then build that character spending ranks on background skills and hobby skills (e.g., knowledge skills, evaluate (type), play musical instrument, storytelling, streetwise), an interaction and anything else that fit the concept (and character level). Then as the game progressed, theybuy ranks appropriate to the skills they had been using or to represent knowledge that the character acquired in game.
Obviously, we have had different experiences and I am pointing out that not everyone's is the same as yours.
3. Spellcasting is hard. Very hard. For example: It takes three rounds to cast your most powerful spells without a penalty. Then the system seems to favor spell-targets and not spellcasters when it comes to resistance. That's for starters.
Does it favor spell targets? Assuming a non ball or bolt spell which are handled as attacks, the base save is 50% provided the level of the target and the caster are the same and varies up or down depending upon who is higher or lower level, how well the spell was cast, and armor worn by the target (depending upon caster's realm).
4. There is a rule that makes it very expensive to learn more than five spell lists per level. However, you can learn up to three ranks without a penalty. But you're penalized if you cast a spell that's higher than your level?!? One of RM's strengths is its wide selection of spells. Many of the spell lists are utility-oriented. It is not easy to sacrifice precious skill points to learn them. It's even worse in the basic RM system where you pay points to have the chance to learn a list, many of whose spells you may not be of sufficiently high level to cast.
Because learning the spell well enough to have some grasp of casting it is not the same as mastering it. And, the more spells you know of a given theme, gives you a better grasp of more advanced concepts than trying to pick up something entirely new.
It is especially difficult for semi-spellcasters to learn a variety of spell-lists.
Um, could that be that they are not dedicated spellcasters. And, unlike in DND Paladins and Rangers can actually cast spells at first level
5. The rule books are poorly organized. There are lots of charts, which would be OK if it was easy to find the ones you need. There is no one place that has all the rules and charts needed for spellcasting.
This one I agree with. There are areas of the rules that are poorly organized.
You also have to be pretty smart to figure out the Moving Maneuver system. I am talking about RMSS/RMFRP here. Maybe other versions are better.
What did you have problems with?
6. You can't really play the skills system as written. There is no such thing as an untrained skill and you get a base -30 for a skill you're not trained in. In theory, almost everything requires a skill roll, and it's very hard to get a success without a high bonus.
I don't think you have a strong grasp of the skill system. It is very playable.
You are almost correct about there being no untrained skills. Without ranks in reading/writing a given language you can't even recognzie the writing and without ranks in speaking a language you cannot recognize the spoken word. However, this makes sense. There are few skills that anyone should not be able to attempt. You can try to do a backflip or pick a lock untrained and get lucky enough to succeed. Something that at least one of the 3e designers eventually came around to realize and even wrote a web article regarding it.
Also, in RMSS you automatically get some ranks in skill groups (via race or class) which reduce the penalties for certain groups. You also get bonuses to rolls for for tasks that are Routine, Easy or Light and, depending upon the skill or skill category other situational bonuses.
Again, this is RMSS/RMFRP. I think most DMs just eyeball skill rolls and ignore skill checks if the characters aren't trained.
Not in my experience. And many skill attempts give you partial successes which allow you to try again with a bonus.
7. Because of the crit system, the party needs at least one dedicated healer, such as a cleric or lay healer. No UMD to use a wand of cure light wounds! And even a dedicated healer will not always be able to get the job done.
The Atunement skill is Rolemaster's version of Use Magical Device. However, yes, it is a good idea to have a dedicated healer (even if an NPC) and they can't always get the job done.