Sadly, there is no changing my opinion on Action Points, but as for your statement on changing "Save or Suck" spells, I think I can give some more background on this.
My first course of action before coming up with the Defense System I am proposing here was to go through the spell-list of "Save or Suck" spells, and its many relatives and friends, and what I'm proposing here was an off-shoot of my thinking about those spells to see if I can simplify them some more (Cue the worms squirming out of their 500 pound cans).
In the end, my intention for the above proposed homebrew was to make the spellcasters have to contend with a "Hitpoint System" without them being hitpoints no matter the spell they cast, which I felt was one of the ways in which spellcasters gained their rather... "Overpowered" reputation from. So, I intended the above homebrew to be a form of hitpoints for Casters to have to break through to get their spells to affect their targets at full power.
Now, I still intend to tweak a lot more spells, but I want to see if I can save some of the labor.
A better idea would be an objective look at the rules, the realization that the overpowered label is 90% crap and stop trying to make rules based on it.
However if you insist on using action points to let people literally steal someone else's real life food and drink rather then serve an in game purpose (i would absolutely not play along with this nor would anyone else I know) and dont think saving more often would fix it you could institute spell casting times ala earlier editions.
Make the wizard declare his action at the start of the round and penalize his init based on the speed of the spell. Anytime he gets belted during the round make him make a concentration or lose the spell, and his round.
That also goes a huge way to limiting the power of wizards.