I like hit points as a way to vaguely track your health, but is it too much to ask for a system that keeps track of your injuries?
It doesn't even have to be something deep, but there should be something. Ignoring effects other than immediate hit point damage is like ignoring the effects of having dragons around. You can, but why would you when it's not even that hard to add?
Currently, I'm favoring a system where you just reduce your maximum hit points when you get smacked around and you heal up to your new maximum when you take a quick breather. You recover your max hit points at 1/night, and holy healing magic only heals up your current health. Net effect: You are exactly as frail as before, but now your hit points mean something. Holy magic isn't necessary. You can get in more than one fight every couple of days.
I kind of want a system where you roll on a Injury chart when you're hit, and then there's a couple of other charts attached to the chart, so you'd be like "ah shit I got bonked in the face, time to check out the Head Injury chart" and it turns out you've got a concussion and your reflexes are slower. Or something.
Just something to reflect the fact that, like football players and boxers, it is not possible to throw yourself into harm's way constantly and then come out with your hip still intact.
But I wonder if that's not more appropriate for a roguelike, where you kind of expect your character not to make it. Maybe it ties into what I was talking about yesterday? Hmm...