Thanks for your feedback everyone!
I have been through all I could find on different places, like rpg.net and others, so now I wanted to check in here where I might find someone familiar with Fading suns, but definitely with system mastery of HQ. I'm pretty sure of what I want already, no "must" and "cannot" will stop me.
That being said, I have noted (from reading the forums here for example) that the numbers seems to have moved around a bit in HQ and HQ:G and so on. Looking at the pretty checklist @Christoph Kohring posted above I note for example that the extra points to spend on abilities, keywords and so on is 30, while the HQ:G and BGG one say 12. Is there some thinking there on those numbers? I have a very vague recollection of seeing 20 pts being listed somewhere as well?
Tied to that, is there something thoughtful and intentional behind the three rune keywords, culture and occupation? Is 5 keywords a nice round number to cover all the things you need for a gloranthan hero, or is there an idea that 5 keywords, a community a special characteristic and 5 additional ability is a decent set of abilities for 12/30 points? I have noted that the setup in the linked thread on rpg.net and Fading Suns adaption on obsidianportal (I wasn't aware it was still around) do differ a bit. I mean, I can do anything, but it would be nice to be able to keep e.g. the cost of raising a keyword vs an ability the same as in the book is there's a thought out balance there.
The reason I started to think about adapting HQ was the fact it looks like it can indeed be adapted to almost anything, and the focus is more on detailing what is most important in your story, but I have not played the system since the original HeroWars edition, so I wanted to get a reality check here as I knew there are nuances in the system that aren't totally obvious.