I fear that efforts to "correct" the D&D combat system, while laudable--seems destined to add levels of complexity and time-consuming details to the game that will ultimately bog it down, and make it less attractive to play.
Agreed -- to an extent. It's certainly easier to "kluge" on some new rules where you see a problem (and thus add complexity) than it is to come up with an elegant solution.
As I said before, "The key is to make injuries dramatic and interesting without making the game more complex. People are playing D&D because they don't want bookkeeping -- except to track gp, xp, spell slots, wand charges, arrows, healing potions..."
I think higher ACs and lower Hit Points could achieve some of what we're looking for without adding any complexity. Combined with armor-as-DR and widened Crit Threat Ranges, that could achieve a lot -- all without introducing extra chart & tables, multiplication and division during gameplay, etc.