For example: In a recent fight, my Paladin intentionally drew 2 OAs. HP and healing and the lack of a "death cycle" allows me to make this choice (whether or not it was a good one - trading a chance to lose HP for a chance to deal damage & gain positioning).
I've done the same thing in 3E, drawing AOOs in order to make sure the Sorcerer could get her spell off. (Low Concentration, low AC, needing to get into position to use her spell.)
With a death cycle, I would never consider this. It's not an option - well, that option doesn't come up as often. Getting hit is too big a liability.
Something to consider, and maybe I'm wrong.
I don't think you're wrong necessarily.
In my system death is always a real potential threat.
However if you are merely injured then you can mitigate loss of Weal with Will, and death is never an automatic given (well, not anymore than regular D&D in which in most combats somebody is gonna die, if only the monsters).
And in addition monsters suffer the same threats as characters, but in different ways.
So potential lethality is a very real threat to everyone, monsters as well as characters.
In my system the fights are a lot faster, more intense, and far more deadly. But the tactics involved are geared more to being good at being lethal, rather than being good at fighting.
So it's very different kinds of combats with very different motivations and tactics.
I suspect it would be less there are less choices, than that there are different choices with different objectives.
For instance do you increase your Weal for defensive purposes in order to take a sacrifice strike in order to give a partner more time to do whatever they need to do, or do you use Will to increase your offensive effectiveness with the intent of severely injuring your opponent so that he not only suffers damage but becomes less combat effective?
Personally, if I were fighting a basically uninjured monster then I'd use Will to increase my armor class or my Weal so as to better take punishment if I needed to absorb a potential sacrifice strike.
If I were fighting an injured monster then I'd use Will to increase my offensive capabilities because I'd know that already being injured I could possibly kill him myself or greatly reduce his combat effectiveness and further exhaust him. the more damage I inflict then not only the closer to death he gets but the less effective a killer he becomes.
If I were fighting an uninjured human or humanoid NPC then I'd possibly do the opposite because of the way Weal works for characters versus monsters. But then again, depending on circumstances, I might play it out like I would for a monster.
So it would be a different kind of situational tactical demand based on who you are fighting, what you think you could survive, and how lethal you think you can be at any potion of the combat.
One of the issues with fights lasting too long due to high hit point monsters is not just boredom (although this is certainly one downside; 4E combats bore me to tears after round 4 or 5, for example), but every round the monsters live, the more dangerous it is for the PCs. No one wants that ogre swinging its greatclub with impunity, so, again, we see optimization and "unfun" spell selection as a means to mitigate the creature's potential to kill a party member because it finally connects.
One of the real troubles with real long combats is that nobody ever really weakens or becomes less effective and able as a combatant in a hp system, no matter how badly injured or exhausted. They just shed hit points. And with a lot of hit points, for a very long time.
Nothing really exciting is happening as a result of combat.
Just numbers being worn down.
It's like calculator combat, rather than dynamic combat.