I'm assuming that a 20th level fighter is hitting an opponent with four iterative attacks. Then I'm seeing how well he does with the iterative fix (Wulf's system) and then how it works with your proposal.
The percentages are the chance of hitting a particular target with a flurry vs an iterative attack. For example, Wulf admits that his fix is a little off when the fighter misses only on a 1. We see this by considering the odds of a fighter hitting someone with a full attack consisting of 4 iterative attacks: the first one hits 95% of the time, the second 70% of the time and so on. The mean damage is 230% of a single attack, which I've expressed as 2.3. Two attacks at no penalty (95% chance of hitting each time) gives a mean damage of 190%, which I've expressed as 1.9. So at this edge case, Wulf's fix would result in the fighter dealing less damage to an opponent- the equivalent of 1.9 hits rather than 2.3 hits. That's 82.6% of the normal damage.
If we were using your proposal for BAB ("Sadrik BAB") then all the percentages are 30% lower (for the -6 virtual penalty). Two attacks at 65% is only 1.3 hits total. With your latest suggestion it could become 4 attacks, with a total expected damage of 2.6. Now it's better than the standard case, which may be OK. (13% more damage than the standard isn't huge).
Wulf's system is designed to give similar mean damages when there's about a 70% chance of hitting the opponent on the first attack. I used 75%. The dual flurry gives 1.5 hits (75% twice) and the iterative attack gives 1.55. Very close.
The 30% penalty for Sadrik BAB means that the attacks are at 45%. Two would be 0.9, three would be 1.35, and four would be 1.8. The last would be 16% more damage than the standard 1.55, which, again, is probably fine.
The place where the 30% virtual penalty causes the most trouble is when the chance to hit (for a standard fighter) is low. Wulf says (I think rightly) that for half-way decently designed monsters they will never happen at upper levels. But just for kicks, let's see what the numbers would be.
Suppose there's a 40% chance of hitting the creature. For a dual flurry (Wulf's system) that's 0.8 hits. For a standard iterative attack it's (.4 + .15 + .05 + .05) = 0.65 hits. A 23% discrepancy.
But for Sadrik BAB it's 0.4 hits if you flurry four times. Each attack has only 10% chance of hitting. That's only 61.5% as much as the standard. A bigger discrepancy. But hopefully this won't happen too often; monsters shouldn't have that good an AC.
Long story short, it seems that adding more iterative attacks helps make up the virtual penalty at higher levels. There might still be the tendency for them to be a "flurry of misses" though.
The exact details of the progression is unclear. I'd guess single attack, dual attack at -2, triple attack at -1, and quadruple attack at no penalty.
But even then... suppose the fighter has to move and attack? He's got a 45% chance of hitting vs 75%. That's a lot less damage on average. Only 60% of what Wulf's fighter or the PHB fighter would do.
Ok, I think I have a handle on what you are doing with the numbers now.
So if a 16th level warrior type (+16/+11/+6/+1) is attacking a raw AC of 18 - ignore bonuses for stats and magic on both sides. This would give him a 95%/70%/45%/20%.
It seems that you would need more scenarios than just this one to determine the complete outcome of a system. Because you might have more or less change depending on a low AC or a high AC. *Going back re-reading your original it appears you have considered this.*
Ok so assuming the same raw AC of 18 vs. +12/+12/+12/+12 you wind up with 75%/75%/75%/75%. Under this it winds up 3.0 compared to 2.3.
Raw level 16 BAB vs. raw AC 23 --> 5 points higher
2.0 vs. 1.4
Raw level 16 BAB vs. raw AC 13 --> 5 points lower
3.8 vs. 3.0
It looks like this is significantly more powerful than the standard rules.
Perhaps the key is a simple -2 to do all of your attacks, similar to rapid shot. Using this assumption we get:
Raw level 16 BAB vs. raw AC 18
2.6 vs. 2.3
Raw level 16 BAB vs. raw AC 23 --> 5 points higher
1.6 vs. 1.4
Raw level 16 BAB vs. raw AC 13 --> 5 points lower
3.6 vs. 3.0
It looks marginally better. But considering that you are rolling vs the AC of 23 there is more of a whiff factor (miss with all) and vs. the 13 their is a auto hit factor with all of your attacks. These seem to be acceptable accommodations for the simplicity of rolling all at the same value.
So the rule with this BAB system would be full attacks give you bonus attacks but they are all at -2 rather than higher BAB max with -0/-5/-10/-15.
Figuring out the other break points:
6th level vs AC raw AC of 8/13/18
+7 for standard action or +5/+5 for full attack
11th level vs raw AC of 10/15/20
+9 for standard action or +7/+7/+7 for full attack
16the level vs raw AC of 13/18/23
+12 for standard action or +10/+10/+10/+10 for full attack