It occurs to me there may be an adventure-design issue with this new reward paradigm. Currently, you can incentivize choices or behaviors in an adventure by tying an XP award to them -- stuff like keeping your word, helping an NPC, etc.
F'rinstance, in the CCC adventure I wrote (self-aggrandizing, I know, but it's the first one that comes to mind!), there's an XP award for accomplishing a task that starts at a certain amount but decreases for each mistake the characters make in the course of trying to solve it. Later, an NPC might ask them not to share with another NPC some information the PCs may discover. If they tell both of them, each NPC pays them for it, but if they don't, the PCs earn more XP.
I like being able to use XP awards to make certain actions feel more meaningful, or to give the players a sense of accomplishment for going above and beyond the call of duty. But if we don't care about XP anymore, stuff like that goes out the window. And even if the admins hadn't said they plan to severely cut down on story awards in the future, story awards aren't really appropriate for things the PCs do that don't have a narrative impact going forward.
Is there an equivalent for something this fine-grained under the checkpoint system? I don't really see how there could be.