Celebrim
Legend
The default is attack once and move. That's your Standard Action plus Move Action.
Now, there are VARIANTS to the standard combat round.
You want to attack more than once? Fine. Give up the Move and use all of your allotted time attacking. Full Action.
You want to move farther than normal? You want to run? Fine. Give up the Standard Action and use two Move actions.
To me, the rules as written are very straightforward and playable. I don't really see what the issue is with movement that you allude to in the OP.
The issue that concerns the OP is this. What you've described is fairly straightforward and playable in the vast majority of situations. But there is an asymmetry you don't mention, which is namely, higher level spells. The vast majority of spells always require just a standard action to cast. As a spell-caster levels up, he gets more efficient spells that do more with a single standard action. But the non-spellcasters generally do not get more efficient standard actions. Rather, for a non-spell caster it is the full round action that gets more and more efficient over time (more attacks allowed). As a result, over time spellcasters get an advantage in combat mobility relative to non-spellcasters in that they can move without sacrificing efficiency but non-spellcasters are compelled to stand and fight.
And this doesn't even get into the Quickened Spell feat.
I am quite certain that the OP actually knows how the rules work by RAW, so there is no sense in trying to explain the rules to him.