I don't actually see what any of those have to do with Tolkien.
The ME d20 folks really have some good stuff. One issue is when your campaign takes place. If it's during the Third Age or later, you may have a suspension-of-disbelief problem for spellcasters. In general, though, Tolkien dramatizes and metaphorizes so much of his world that you should be able to drop in anything you like. (Elven craft, for instance; is it magic? Amazingly perfect workmanship? Is Anduril a magical weapon or simply fearsome because it's a symbol of the return of a true king to the world of Men? Are Saruman's "spells" technological know-how or actual wizardry? Et cetera.) In general, I've found that I am particularly fond of an ME ruleset (I ran a Fourth Age game for a while) with the following elements from ME d20:
1) Jeff Black's races and monsters, except the Nazgul (I prefer SH Jones's version, although the Nazgul had a, er, special treatment IMC...)
2) SH Jones's Magic Awareness feat and spellcasting classes. I probably would not use his paladin and ranger mods, though; IMHO, it is easier and more appropriate to use the non-spellcasting paladins and rangers detailed in
The Complete Warrior.
Very few other changes from core d20 are necessary, IMHO. VP/WP are a nice system, but really only because this variant makes more sense across the board, not because of any particular character to Tolkien's universe.