I just want to say that I'm finding the discussion fascinating, even if it's not actually producing any resolution. It's certainly got the wheels churning in my brain about ways to make resource management a relevant part of the game, and also where and when to abstract things.
Just to comment on Hit Points, I personally find them to be a useful, if occasionally annoying, abstraction. I can certainly appreciate the attrition-based simplicity that they bring to the game, even if they have historically come with a truckload of "What exactly are hit points?" baggage.
I can also appreciate that part of what makes hit points annoying is that (in D&D at least), they are bundled up with Armor Class, which really ought to be called "Defense" given how hit points interact with it and what they represent. If they don't represent physical damage, but rather fatigue, luck, divine favor, etc., then they should recover much more quickly than "daily."
But then we need a different system for handling ACTUAL wounds, and determining if they're serious. Separately, it occurs to me that if one wanted to lower the damage resistance ramp up curve, one could potentially make the damage numbers much lower, have them need to scale much less, and the system could still work. Which makes me want to glance at both Fantasy AGE and my old Green Ronin-produced Warhammer Fantasy game, both of which I think used slightly different systems.