I do not consider C&C or Hackmaster a clone, HM has nothing to do with D&D any more than Paladium or GURPS, same with C&C other than they used the OGL to avoid potential legal issues.
While I agree that C&C and Hackmaster aren't clones, I think they're both much closer to TSR D&D than Palladium or GURPS. They're more like "versions" of the game that tinkered here and there, but are still largely compatible. (That is, you can take a C&C module and run it with AD&D rules pretty much as-is. Or the other way: an AD&D module with C&C rules.)I do not consider C&C or Hackmaster a clone, HM has nothing to do with D&D any more than Paladium or GURPS, same with C&C other than they used the OGL to avoid potential legal issues.
In my view, there are two points to the retro-clone movement. One is "feeling" or "style". Personally, without a radical departure in rules, none of which the retro-clones provide, I think style is mostly up to the DM.
I'm going to take the silence as meaning there isn't a 2e clone yet. If there is please let me know.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.