I'm not even particularly fond of heroic inspiration so I don't care for any kind of points a player can earn. I want to succeed or fail because of what my character attempted, not some metagame rule. I lean more into simulation of a fantasy world than telling a narrative story as a preference. It's why I prefer D&D or similar games, if I wanted hard and soft moves I'd play something using PbtA or similar.
Anyway, just my 2 coppers. I think it's important to work with your players and discuss what kind of game they want to play because I wouldn't like your proposal while others would think it's the best thing since sliced bread.
I can respect that. Many D&D folk do not care for including meta-currencies within their game.
And although I like and grew up on simulation, I feel because I'm the sole driver of much of the overall narrative, the game feels too illusory, even with sandbox play, so in my later years I have been happy to inject more gamist techniques and currencies to help direct play in ways I hadn't imagined which is exciting from a creative aspect.
In our last session a PC died.
Long story short there was a duplicate of him held by Halaster in Undermountain.
I pulled the player aside informed him of pertinent information this 2nd character would know and asked him for input as to the reason why Halaster would release him and why now.
I had a working idea in mind but wasn't really sold on it and was seeking assistance. He came up with something great within literally 2 minutes using the pertinent information I relayed. The fact that he built on
my fiction which story can now yield interesting fruits in an unseen direction is appealing to me.
EDIT: I should add, I recognise there are some players that are better at this than others. And he is one of the better ones so I knew I could bounce this off him and get a great result.