I disagree that adding special mechanics for MA would lead to 'rules bloat' or be any more complicated than a magic system. If you can remember what your cult spells do, I don't see how hard it would be to remember a few mods relevant to your particular MA.
The reason I'd like to see it is that I don't think a single skill encompasses the wide variety of possible MA, either in a realistic or wuxia style setting. I'll grant that the normal MA skill (2d3 damage vs the brawl) works in most modern settings wherein MA is simply a slight advantage. But if you want to run a game around the concept, or where it figures prominently, the lack of options could be a killer for some gamers.
Also, some MA are simply better at doing things than others. Grappling someone is not just about your STR versus theirs on the POT chart, it should also take into account your technique (which at least in Elric! is not done, and that's the latest BRP game I have... its even worse in MRQ wherein its entirely based on skill and doesn't really take into account the difference in str between the two combatants).
Anyway, that's just me.
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