Sure, I'll try to summarize. Most of what I say below could be changed to make Overload work; my point is that that work hasn't been done yet and is pretty nontrivial.
The Games Rules Parser (GRP) reads the exact text on the card. So, for [[Cyclonic Rift]], it sees two abilities, "Return target nonland permanent you don’t control to its owner’s hand." and "Overload 6U". It parses those abilities independently. That is, for [[Mind Rake]], its first ability is literally the same as [[Mind Rot]]'s. They literally use the same code, there's not a Mind Rake version and a Mind Rot version.
Not only that, but there isn't any text on the card that says "Return each nonland permanent you don't control to its owner's hand." So we'd need to recognize that that is a text that we need to create. And then that needs to be an ability that Cyclonic Rift has access to (i.e. is loaded into the game when Rift is), but that it doesn't actually have (until you cast it using Overload).
As I said at the start, these problems are solvable. I'd expect it to take at least a week of work, maybe two, just for the Rules Engine to make it work correctly. Not to mention including all of the other window dressing that we perform for keyword abilities in Arena, such as "badges" on the card that react to the state of the game, etc.
Also, I cannot stress enough that although tricky keywords and tentpole mechanics are a sizeable amount of work, the real cost to doing a new-to-Arena set is the one-off cards. A typical set has around 35 or so cards that need to involve significant changes to the GRP to parse correctly. The very first card of RTR has this problem! [[Angel of Serenity]] reads "When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.", which is a new syntax to Arena for selecting permanents. These things add up! #wotc_staff