While I recognise that more complicated rules may deter some people, simple does not necessarily equal best. A consistent detailed ruleset actually reduces the DM’s work over a campaign, albeit at the cost of a steeper initial learning curve. The less detailed we make the rules, the more need there is for a DM to wing it on decisions and arbitrations - the high number of house rules (1 set per campaign ?) suggests that most DM’s think that the existing system is too simple…
- By preference for the holdings I would:
1.1. Offer a kiddies option: realms have a wealth level of, say, 1-5 with no need to track exact income and expenditure.
1.2. Offer a standard option: realms have income as the BRCS modified to a decimal system with simplified RP collection for guilds, revert courts to a version similar to 2e to simplify speed up.
1.3. Offer a more detailed version: the full monty with seasonal income mods, spring and autumn war mods, additional holdings such as manors, ‘shadow holdings’, parliaments, 3e courts, etc, etc. Each of these should ideally be discrete so that it can be used/ignored as was found convenient.
I would like to see a single page listing all domain action and marking them as possible by adventure/court/full etc actions - but that’s not hard to add.
I’d also like examples. Such as “Bob decides that Lord Boeruine will no longer tolerate the provocations of the Thane of Talinie, he decides to…” to show how the mechanics flow from the desired roleplaying and what sort of things would be represented by diplomacy, decree, contest, occupation and pillage actions - and why each is different.
I have tried setting pages up on the wiki for people to add to but very few people have posted 
- Similarly for bloodlines.
2.1. You pick powers as feats, bloodline score tracks the number of feats or is a domain thing only - or whatever ase mechanic 4e uses for ability creep.
2.2. Keep scion as a class but tie it more to the number of powers - so the Gorgon winds up needing 10 levels or so for all his powers, or can only use some of them a day. Powers become a mechanic similar to spells under this system.
2.3. Bloodline score is tracked normally, powers are split out from the standard 4e power system on the understanding that if a player does not have a bloodline then they get some compensation. (Geeman has a gp equivalent system that looks good, others might use xp / additional powers)
It should be remembered that although dropping the IQ minimum in 3e did broaden the game’s appeal, BR in particular seems to have attracted the DM’s more interested in plot, story, politics etc than just hack ‘n’ slash and that tended to mean the ones with some nous. As the DM is the only one who needs to know all the rules they are the one we market to - so campaign richness and consistency is key.
I would think that a “BR 101” might be helpful - more of a walk through the book explaining each chapter and the purpose behind it. Similarly with the rues why some act as they do - house rules often go wrong because they ‘fix’ a mechanic that is actually intended to restrain a specified activity.
I’d like to see a lot more guidance on playing a diplomatic game, possible adventures linking realm and individual action, realm interaction, etc.
I’d note that the wiki is deliberately set up in bite sized pieces to help people navigate, pick and choose, etc. Most new gamers are probably able to get internet connection now - and we have a forum which is happy (some of us anyway) to answer questions, explain, etc, etc. That means that we can keep it more detailed if we want as long as we give directions for people to come here - and possibly add a ‘sage advice’ board for newbies that want to ask questions but get put off by some of the volume on the other boards.