Downloaded and took a quick look through. I like the Might vs Protection comparison to determine hit chance. Similar to what I was proposing for sci-fi Saga last month over on their forums, but with more granularity and so better.
We have actually used the Crusader Ancients rules before to fight a Tékumel battle but, of course, we had to fudge the magic a bit. I haven't taken a close look at the magic section though from my quick scan it looks like it follows vaguely along the same path that GW took with it's "Colleges of Magic." For Tékumel there would need to be offensive and defensive magical contingents and a fairly limited number of spells. The biggest hurdle would be how to handle illusions.