Gave the RQ6 ruleset a cursory look-through. When time allows, I will do a more in-depth review, but a few initial thoughts for now.
Generally, it seems to evoke a compatible flavor to Earwa. The rules already have caste structures in place and it seems relatively easy to mod those to Bakkerverse specific roles. I like the societal structures (barbarian, civilized, etc.) along with the lists of professions available to each strata. Probably need some tweaking there, but the framework exists, so that's good. Earwan tribes will need to be built in (obviously), maybe as another strata above the afore-mentioned societal structures, but that's just detail.
The background options are a great idea. I didn't read through all of them, but I imagine most can be used 'as is' while others will need to be modified or maybe substituted. Again, just detail.
The Luck mechanic seems cool, and echoes what a couple of us have brought up (i.e., about the survivability of PCs), and appears to be readily malleable to accommodate White-Luck, divine favor or maybe even probability trance-like bonuses toward encounters.
I like the several approaches to magic/runes. Maybe modding the terminology from 'runes' to something more world-specific, but in effect using the same sort of mechanic to build cants/wards for the various disciplines (gnosis, anagogis, psukhe, etc.). Seems we could build the power/effect levels through those, but I may have read that wrong, so please correct me if I have. Anyway, seems promising, along with the cults/organizations, as a way to distinguish the different Schools.
All in all, at first blush, this definitely seems to be something I can get behind in terms of providing a framework for an Earwan ruleset. As I mentioned, I'll need to read deeper, but I thinks it's ticking a lot of boxes (for me, at least) already. Great recommend, Kellais!