A couple of my players have expressed an interest in trying Rolemaster again. The two in question were in the last Rolemaster campaign we ran, and both of their characters tried pretty horribly, if I recall (though in at least one of the two cases, not without serving a noble cause).
The funny thing of it is, that Rolemaster campaign had the worst campaign creation session ever. I did a very explanatory, step-by-step guide, and allotting skill points and the like still took hours. We didn't finish until the wee hours of the morning, and one girl who hated any sort of math probably wanted to shoot me. But even with all the rough parts, the lethality, and everything, that's probably still the most popular campaign I've run. They went crazy for critical hits. The liked the point-buy nature of skills, and how any class could buy anything (but at what cost?). They loved the idea that nothing, no matter how improbable, was totally impossible, thanks to the open-ended nature of the dice mechanic.
Of course, Rolemaster Classic is a bit more toned down and byzantine than the Rolemaster FRP/SS hybird we used, which is what I'd be using to run it again. But I'll likely still strip out some of the maneuvering rolls, temporary stat totals, and a few other bits. My players just want the critical hit charts, the spell and skill system, and the open-ended percentile rolls. In my opinion, those are the best things Rolemaster has going for it, and why some of my friends still want to return to it.
One of the great things about Rolemaster is that you can pretty much use what you want out of it. It's durable and modular, as befits its history--as I've said before, you take the portion you want. If I do end up running it with that group (I've been doing an online game of RM with some old friends as well, but that's for later discussion), I'll make sure I publish my mods for Rolemaster. Like Traveller character generation, I consider taking or doling out a critical hit from Rolemaster Arms Law a rite of passage in the hobby.