That's an interesting set of rules. I've not seen any of the source material you're drawing from, but the damage to armor stuff, piercing armor table, and the healing->non lethal damage is pretty cool. The free-draw idea is pretty neat, but I'm not sure it really changes anything overall (other than make "quick draw" even more useless). The whole "attack/defence pools" ideas seem a bit too complicated to me, as does the "damage effect" idea and the "pieces of armor" with body hit locations - although this adds a lot of flavor and seems like it'd be worth it for what you're going for. It also seems like spells that do area damage are even stronger with this system, but maybe not - it's hard to tell.
I'm not sure how they all interact since everything is so drastically different, but the one thing I noticed is that your "simplified crits" rule will favor high crit-range weapons significantly. They would probably need something else to balance them, like lower overall damage or perhaps a much higher purchase price.
Pretty neat, overall!