The term "fantasy heartbreaker" is a term coined at The Forge to describe a then new breed of fantasy games that were very detailed, but obviously not far from the root game that spawned them, D&D. To me Fantasy Heartbreaker games always come across as someone's house rules of D&D or how they would have made D&D. Now sometimes they are supposed to be a game in their own right, a supplement to another game or in the case of more recent years, an OGC/d20 ruleset.
Most times the rules are nothing more than D&D with a different coat of paint, though sometimes were are treated to something new. Take Pathfinder. It is basically a Fantasy Heartbreaker that cleaves very close to the original source. So close in fact that it even has some of the same staff on it as the 3.x version of the D&D rules. Plus it gives a few new things.
World of Lykarnia
A couple of things I felt were odd. The table of contents is huge, even for a 169 page book. I think the author could have collapsed a level or so; give us the broad categories, not ever thing to a Level 3 Header. Secondly the book starts off with (Chapter 2) with an example on combat. We don't even know what some of the words being used are (Spirit Score?) but we are supposed to follow along? Didn't like that.
The system is a simple d10 based one, not all that different than Unisystem or True20 (with a d10 instead). I found that more interesting since I could use this with Unisystem fairly easy (Characters are even ranked 1 to 5 on their traits). The magic system is interesting, but the spells are not all that different than what can be read in the Basic D&D books. I do like how they were grouped into classical elements.
The bit about psychotic disorders seemed way too modern for a fantasy game to be honest.
The monsters are just descriptions with their stats at the back of the book in a big table. Like OD&D.
There is a introductory adventure in the back as well, which I thought was a nice touch.
The author obviously put a lot of work into this book but there is nothing here that we have not seen already.
The included JPG map is very nice.
I give it a 3 out of 5 stars.
Tome of the Lost Realms Players Handbook
In the end this is 3.x or maybe 3.6. It is not quite Pathfinder and it has not moved past it's D&D roots to be completely unique either.
I gave 3 stars out of 5 since there is nothing really new here. But the price puts it at a fifth of the cost of Pathfinder, so maybe 3.5 out of 5.
I think the issue here is that if you are going to make a new fantasy RPG you have ask yourself what are you giving us to overcome D&D-inertia. What is new, interesting or otherwise different than before. Retro clones will start to fall into the same issues, if they haven't already.