I wrote up this quick conversion guide for MRQ1 -> MRQ2 characters.
It does not include Spirit Magic (since that didn't work in MRQ1 anyway) or Sorcery
Skill Conversion
Basic Skills
Acrobatics: If above base: Add Dex, move to advanced
Athletics: No change; also subtract dex, add siz to become brawn; also subtact dex, add con to become swim
Boating: If above base: Add Con, move to advanced
Dodge: Subtract 10, add Siz, add Dex, becomes Evade
Evaluate: Add Cha
First Aid: Add Dex
Influence: Subtact 10, Add Cha
Lore(Animal/Plant/World): Add Highest to Lore: Own-Region, add 30, becomes Lore(Regional-Own] and Culture(Own)
Others: If above base: Add Int, becomes Culture(Other), move to advanced
Perception: No change, also becomes Insight
Persistence: Subtact 10, add Pow
Resilience: Subtract Pow, add Con
Riding: No Change
Sing: Add Pow
Sleight: Add Cha
Stealth: Subtact 10, add Siz, add Int
Throwing: Add Unarmed, add martial arts, becomes Unarmed
Weapon Skills
If above base: Convert to a Weapon Style (if Ranged to Ranged add Dex)
Ignore Unarmed (Dealt with in Basic)
Advanced Skills
Artistic Expression: Becomes Art
Courtsey: No change
Craft: Add Dex
Dance: Add Cha, move to basic
Disguise: Add Int
Engineering: Add Int
Healing: No Change
Language: Add Cha
Lore(Own Region): Remove (dealt with in basic)
Lore(Theology): Add Pow
Martial Arts: Remove (dealt with in basic skills)
Mechanisms: No Change
Oratory: No Change
Play Instrunament: Add Dex
Shiphandling: Add Con
Survival: Subtract Int, add Con
Tracking: Add Con, becomes Track
Magical Skills
Pact: No Change
Runecasting: Add Highest with amount above base for all others, add 30, becomes Common Magic
It does not include Spirit Magic (since that didn't work in MRQ1 anyway) or Sorcery
Skill Conversion
Basic Skills
Acrobatics: If above base: Add Dex, move to advanced
Athletics: No change; also subtract dex, add siz to become brawn; also subtact dex, add con to become swim
Boating: If above base: Add Con, move to advanced
Dodge: Subtract 10, add Siz, add Dex, becomes Evade
Evaluate: Add Cha
First Aid: Add Dex
Influence: Subtact 10, Add Cha
Lore(Animal/Plant/World): Add Highest to Lore: Own-Region, add 30, becomes Lore(Regional-Own] and Culture(Own)
Others: If above base: Add Int, becomes Culture(Other), move to advanced
Perception: No change, also becomes Insight
Persistence: Subtact 10, add Pow
Resilience: Subtract Pow, add Con
Riding: No Change
Sing: Add Pow
Sleight: Add Cha
Stealth: Subtact 10, add Siz, add Int
Throwing: Add Unarmed, add martial arts, becomes Unarmed
Weapon Skills
If above base: Convert to a Weapon Style (if Ranged to Ranged add Dex)
Ignore Unarmed (Dealt with in Basic)
Advanced Skills
Artistic Expression: Becomes Art
Courtsey: No change
Craft: Add Dex
Dance: Add Cha, move to basic
Disguise: Add Int
Engineering: Add Int
Healing: No Change
Language: Add Cha
Lore(Own Region): Remove (dealt with in basic)
Lore(Theology): Add Pow
Martial Arts: Remove (dealt with in basic skills)
Mechanisms: No Change
Oratory: No Change
Play Instrunament: Add Dex
Shiphandling: Add Con
Survival: Subtract Int, add Con
Tracking: Add Con, becomes Track
Magical Skills
Pact: No Change
Runecasting: Add Highest with amount above base for all others, add 30, becomes Common Magic