Yep, a roving character will be on the table for a full 8 turns at least, unless played before that of course, so that even with 7 people (in which you get 2 resource turns every 7 turns) you have the chance to go and pick him up. I agree it might seem a bit complicated at first to remember if you've revealed one this turn, but that's why preferebly an experienced Arda player should be the game leader, to keep track of such things, and to not lose his head because there's alot going on...and even if it gets overlooked once or twice, that's no biggie, it's Arda!
btw, to make clear, you only reveal a char if there are less than 4 roving. This way, either a char is discarded at beginning of the turn, or revealed (or more than 1 if many were played). I know it says end-of-turn, but basically since beginning and end of turn are the same in Arda, that doesn't matter.
that's true, with 4 people sim turn you can hardly trade! didnt think about that either. So you see, maybe a fast playing non sim turn is easier for 4 players in the end, and more fun. Of course you can decide to trade non-MP resources between every turn with everyone, and create like a little trading phase.
Well the Fairness in Timing rule must be expanded to fairness in playing rule then. I must say, in my arda games, or any multiplayer games I've played, we always stick to indicating 'yes or no I've got some hazards to play', not detailed info. Seems only logical. This is also because primarily you're focussed on your own opponent after all, so if I play stuff which affects the other opponent, thereby effectively increasing the HL as you say, that's just one of those things, but it doesn't happen that often. And thematically, Arda is a big place, lots of stuff going on everywhere
In fact, I know that Boderhamster and some german guys played an Arda game at Lure and went about completely different, teaming up on the active resource player in the most favourable way. Bit sadistic maybe, but it does create even more level playing field for everybody, as long as you try and target everybody in the same way, and don't make it a game of diplomacy...but it seems many players get more kick out of crushing opponents than playing stuff themselves, so that's not really a risk. And true enough, often in Arda you can get to dangerous places quite safely because there is no hazard strat and most players focus on their resource game. Tell me, did any of you get crushed because 1 guy played Doors and Plague of Wights on one opponent, and the other guy a Barrow wight on the other opponent, during same m/h phase but afterwards in timing? And not communicated? rather unlikely occurrance in a non constructed game.
Nevertheless, your solution does have the advantage of being elegant and simple, so it's worth considering, but you do lose out on some possible cool plays.
Yes rings are coveted and difficult to trade. I myself have made an exception for rings on the 3x non-unique rule, and have 5 Beautiful GR in deck. As for testing, see also the Expanded World ideas, those can really improve testing, especially Scroll of Isildur (A) is cool. Currently I have Jewel of Beleriand (A) with a new card text, letting you trade the Jewel for a ring at a Borderhold. This is to speed up play, but it could perhaps be used to play one from discard pile, that's an idea. You can also add a minion Dwarven Ring (the one that recycles GR). Either way, with 10-12 GR in deck there should be enough, I find that quite some people choose not to go for rings, personal preference, or bad experience in sealed games with testing the buggers...it is a riskier strategy after all.
Keep on playing!
Stone-age did not end because man ran out of rocks.