I do actually like distribution of damage and precisely for personal/visualization/medic drama.
The unconscious first blood thing is a bit much, but I look at it as a sort of simplification, a mission kill without killing people.
As for lethality, it also bothered me that a pistol couldn’t kill or most melee weapons. I went to a 1d/2d/3d location damage determination, then a pen damage system off Striker where the armor could shave off die or the weapon is too powerful and adds die.
Yields a 0-6d result range, handles mixed vest/unarmored, tends to average like CT weapons but a lucky shot to say an unarmored head by pistol or even dagger will kill, and an FGMP hit on say an arm or leg just destroys that but doesn’t necessarily kill the victim.
I suppose a functional simplification would be to do damage like CT animals, a mission kill disable number followed by kill number. I would use the highest value for the kill number, and add the other two for the disable number, or standardize on STR+DEX/END. Note whatever mix it is for post battle functionality and medical recovery.