Good to hear. I did a 'playtest' yesterday afternoon by sending a 4th level dex monkey against an ogre, and he pretty soundly won, if only because of two lucky criticals with his short swords. I'll be doing more testing, but I like the way it works so far. I'm thinking it makes it easier to describe 'hits' than with HP.
If they hit with an arrow, but the target succeeds their fort save...
"Your arrow grazes their arm."
If they hit and the target fails the save...
"Your arrow plunges into their right leg."
If they hit and the target fails the save by 10+...
"The arrow sinks deeply into their chest, with a sickening thud."
If they hit and the target fails by 20+
"The arrow tears through their throat, and they fall to the ground, limp and bleeding."
So, it makes things a bit less abstract, while keeping the speed of the game up as well. I'll likely be using armor-as-DR with the system, but I'll have to convert the DR into fort bonuses...if I did it as the Injury system describes, then it would make padded armor much better than anything else lighter than splint mail, so I think I'll do a simple +1 to fort vs. damage for light, +2 for medium, and +3 for heavy, along with the defense bonus.
Also, I'm thinking of giving a cumulative -1 to strength-, dex-, and con-based checks for every two (or three?) hits a character takes...that way, it would be even more like 'real' damage, but not as deadly as taking wound damage in a VP/WP system. Just a thought.