I have not quite read all 14, but I am reading 14, working back, and I have read 1-3
their beast rune example sounds pretty much identical to "Passion: Beast Rune" and augmenting your track skill. Yes, there are some loaded words with Passion, but that sounds like the same thing. Rune points sound very much like Theism's Devotional Pool, with the removal of the restriction that one must know the Rune Spell. I'm not an RQ2 pro, but IIRC, there were some nuances about that that differ in Mythras as well, but my gut is telling me that the changes in Mythras obsoleted the need for that part of Rune Points.
onto blog 11, the sorcery seems similar to mythras sorcery, but with some differences. It seems that the runes are providing the narrative structure for hanging the effects on. The 6 techniques make me think of invocation split six ways. The specific skill for each spell gives me pause - I don't personally feel the need for that in my game - but it reminds me of doing a school with exactly one spell, similar to how you can do a combat style with exactly one spell.
onto blog 8 - a lifepath system for character creation. not really for me, I think. I can see why people like it, but I guess I don't need it tied that close to my character.
blog 7 - there is the implication that passions are on a spectrum, and paired with others. That seems fine, though I think a small jump. Not bad at all, as on occasion I would use "negative" passions (failure to get the result that seemed logical) and it was somewhat confusing to the players. saying that that is functionally having a second passion that is the opposite can work. Of course, it means you can't have a passion over 100%.
part 6 i think gives a lot of good information for the Mythras-familiar and RQG curious. they say:
In RQ2 the main things that were broken were - 5% skill increase set, one-use rune magic, lack of objective drives for characters, lack of strong community resources, spirit combat, shamanism, and the price economy.
as we know in Mythras, those have largely really been dealt with - skills are not 5% increases, magic is generally not one use, passions cover drives very well, cults cover community resources, animism covers the others, and the price economy is pretty well dealt with.
It also talks about the things that weren't broke - "strike ranks, melee rounds, hit points, damage, spirit magic, rune magic basic descriptions, etc". The one that sticks out there for me is strike rank, which seems to me could be be the same without the random element. as I say, though, I am not an RQ2 person really, just some recollections from a long time ago.
the merging of the attack and parry skill is mentioned here, and in Mythras we already have that.
blog 5 mentions the lack of luck points. that will make things deadlier.
I feel like there is a lot of similarity there. I admit, though, a lot of the BRP family feels similar to me. I was just looking at Pulp Cthulhu and Astonishing Adventures for porting to Mythras and it seems pretty straight forward. Making some names and labeling parts of the system with them, using a couple of mechanics to give the curve you like. This feels much like that to me - in some sense, a very elaborate set of house rules for roleplaying in this world. Nothing wrong with that at all - I've done it myself quite a few times - but if that's not your cup of tea, then you might want to look elsewhere.
I think this does point to something I desire - a book of short articles on how to manipulate the system to do particular things.