I think judging *either* DC Heroes *or* Blue Rose based on how well they support Conan adventures is utterly ridiculous.
You're missing my point. "No place for Conan in Aldea" isn't about specific characters in specific games, it's shorthand for my primary criticism of BR as a commercial gaming product: Put as directly as possible, I don't think the core tropes of romantic fantasy as a literary genre translate particularly well to what, in my observation and experience, most RPG'ers actually want out of their games, or to what the nature of games
as games facilitates very well.
Romantic fantasy stories are ultimately centered on relationships and personal growth, and the vast majority of the genre's core dramatic conflicts tend to be internal, emotional and interpersonal; Mercedes Lackey's fantasy, for example, is notable for how seldom actual physical violence is depicted "on stage" (though the fallout afterwards is often examined with respectable directness). Success and failure are less about whether a character beats a challenge or wins a conflict through skill, power or cleverness than about whether he makes the right choice in the first place. By contrast, anything structured as a
game is, by definition, an exercise in teamwork manoeuvring within a rules system to accomplish common goals and victories, which lends itself far better to the simulation of external physical conflicts -- action scenes, fights, clever use of spells and powers, etc. -- than to the kinds of drama favoured by the source material. (You can see a parallel phenomenon with the World of Darkness games: no matter how hard the creators tried to build a game that encouraged deep, angsty, emotional roleplaying of characters facing a variety of dooms, in practice the games had a tremendous tendency to turn into, as I once heard them described, "Hammer-flavoured superheroes".)
To sum up, it's less about complaining that characters of one genre don't fit in another and more about concluding that this particular genre
itself works less well as an RPG milieu than might be hoped, because of the fundamental nature of RPGs themselves. Nor is this limited to
Blue Rose specifically; I have argued before that any game based on the Chronicles of Narnia, or on the stories of Thomas Ligotti (both ideas I've seen proposed) would have the same problem -- those stories, or at least the really important parts thereof, are ultimately not about the kinds of conflicts or challenges that lend themselves well to rule-based gaming.