Question though what doens't the old TSR Conan rpg not have that you hope to rip from Mongooses Conan?
The game was meant to allow the addition of more Talents. Also, due to the fact it was not greatly supported at the beginning, and this may have been due to Conan Modules already covering this genre using the very popular AD&D system, not much material was published for the game. I have added a good many Talents to this game already, but I can't think of everything. I may talk a good line or two, but I need inspiration like everyone else. This game has incredible potential. I have played AD&D, Arduin Grimoire (basically the same as AD&D), Tunnels & Trolls (original d6 system), Traveller, The Fantasy Trip and its' successor GURPS, Aftermath, The Morrow Project, Marvel Super Heros (both the card game RPG, and the one with the Resolution Table but not Talents), Champions (Hero system), Star Wars (d6 system), Top Secret (and the SI version), Gamma World, Wild West, Toon, Paranoia, and a few others I only played a couple of times. I've studied many of the games I purchased and made up characters, but never got to really play them. Many RPG games claimed universal rules, and never delivered. I checked out TSR Conan, then set it aside for many years. Then after I failed to find an RPG that really clicked for me (Aftermath, and Traveller I played the most), I picked up the Conan Talent RPG again. I had read a book called Hiero's Journey, which is a great story, and thought "what a good RPG background this would make." Well, Conan was sitting right there, and I just started adding Talents to the Pool lists, before I knew it, I had a game going. Blew my mind at how easy it was to do, and I've been hooked on this system ever since.
The failure in many RPGs, IMO, are the use of a finite set of characteristics (Strength, Dexterity, Intelligence, etc.), classes you "had" to choose, with lower levels to advance through before the fun can really start. Some games had multiple resolution systems, and a great deal of tables and charts you had to learn and find, just to get started. As you well know, the earlier RPGs like AD&D, had all skills tied directly to level advancement without regard to how much some skills may have been used as opposed to some hardly ever used. Yet if you advanced a level, all skills increase proportionately. GURPS was an improvement, but was tied to a few characteristics. In fact, of all the games I own, only the Talent based Conan system does not use characteristics.
Your game works for you, and you have learned the rules. It is time consuming to learn another system. You are sure you cannot improve upon the game and are content to leave it as it is. Besides, you are convinced there are no other systems that can match this game's game mechanics. For you that may be true, and I am not here to shatter your faith in your system, nor do I think I could. My point here is that my system is not something I just "think" is a good system, I have experienced and played so many systems, that I'm in a pretty good position to say I "know" this is a very good system.
Until, you try out my system, you also have no way of knowing if my game warrants such praise.
And to forstall you saying I have not played yours, I have played many similar systems, and a few tweeks to the d20 system will not change the mechanics of the game a great deal. I think you are confusing game design with incredible background material, and a few rules relaxed about multi-classing and a more deadly combat system.
I guess I better stop, as I'm probably talking to myself!