Recently I ran the party through a short adventure to check the use of skills in RMU. The party:
[All 4th level one-shots]
JR - Rogue
AJ - Thief
ST - Paladin
NH - Ranger
The scenario was very cookie-cutter because - playtest. Villagers were asking for help because locals were vanishing near the stone circle atop a mound deep in the woods. I set it up to require a lot of tracking, searching, stalking, hiding, opening locks, reading old documents in foreign languages, Lore checks, etc. There was enough combat (mainly created undead and a low-level evil Channeler) to keep it interesting.
We also used the newer version of initiative from the ICE Forums (thanks to the forum members for all their help!).
JR - "Using skills was smooth, intuitive, and didn't break the flow of narrative. The newer initiative system was much better. With the open structure I can also see collaborating with the GM to make "new" skills, too, without wrecking balance."
AJ - "I didn't spend any time at all 'looking at the sheet for the solution': I wanted to sneak up on a guy; I rolled; we moved on. Easy."
ST - "I agree with AJ - this didn't turn into 'something on your character sheet solves the problem'. With maneuver rolls and such it was very easy to just say 'I do x' and resolve it quickly."
NH - "Rolemaster was always my favorite version of 'RPG with skills' and RMU is solid in how it presents them."
Me - With a quick GM screen I threw together in 20 minutes it was easy as pie to resolve combat plus maneuver plus skill usages at once. The flow was smooth and the pace was fast. Loved it.