Kinak
First Post
I think your breakdown here works pretty well, but I understand your concern about death saves being very metagamey.Healing surge loss: traps involving energy drain, endurance, holding breath, starvation/dehydration, or significant effort over time to escape
Death saves: traditional save or die situations, petrification, powerful necromancy, possibly lethal poisons
Lasting Injuries: particularly vicious traps like deep spiked pits, or traps which obviously target a specific body part (eg. Booby trapped finger slicing scroll case), or traps imposing curses/diseases
You could consider a large number of healing surges for those sorts of things. So death magic and lethal poisons drain four surges (instantly killing someone without surges), but can be fought off by the average adventurer.
Another thought is to allow people to spend action points or hero points or bennies to avoid traps. That way, they can choose when to use their "death saves." And obviously they'd pull those out for instant-death traps. It's still metagame, but if you're attaching it to some metagame tool you're already using, it shouldn't be so bad.
Cheers!
Kinak