Adding more variety permissions with a complicated points system and reworking the very basis of combat roleplay is something far too complex to do to the community, and very difficult to digest especially if you're a new player looking to combat roleplay with people. What we have is simple, makes sense, and easy to teach & practice. If it's not broken, don't fix it in my opinion
While simplicity is preferred or easier; at least in the eyes of most people, over-simplification can limit creativity and also realism in roleplay.
The current combat system leaves very little room for a meaningful buildup, consequence, or escalation in roleplay. Everyone can agree that players will skip from insult to knockout without any lasting impact in their character and general lore from the group they're participating with, which makes the conflict feel meaningless, but also repetitive in some cases. Not to mention going from Majors to KPS is a serious leap in my eyes.
The system i proposed introduces more structure, not unnecessary complexity. While the point system may seem "complex" to others, it actually builds an easier ground for players(new as well,) to keep track of what will cause their character to gain motive gradually, but will also help them follow a clear progression with a consistent story, that doesn't just go "push -> hit -> ko -> ok, i done now!"
In general, the system is intuitive; small conflicts can grow naturally, but it provides also more accountability and guidance for proper roleplay, since new players will often just attack other players randomly with no sort of reasoning, other than the fact they know it's a game, and they can commit to combat.
TDLR:
just so people can get the point across without having to read the whole yap above
It's not fixing anything "broken," its expanding and bettering the system.
It's promoting realism and consequence
It encourages long-term stories, instead of just one-off fights that are forgotten the next day.
I also don't see why systems are so discouraged from evolving or expanding, and just staying in the same stagnant position that staff seem "fit" or "easy." If you're wanting to encourage roleplay, like you've been doing for the past 2 years, then It may be better to take this into consideration.
ty for your reply tho, i rlly appreciate feedback.