Re: FH Gripes
I don't allow Combat Luck to stack with armor. TO me, it's a way of simulating the genre convention of the lightly armed fighter who doesn't get hacked to bits in their first combat (Conan, Red Sonja, John Carter, etc.)
I use a very abstract armor system in which the pieces worn are entirely special effect. You reference the DEF and Activation on a table, and that gives you a set penalty to DCV and Dex-based rolls. If you have a DEF 6 on and ACT of 12-, but are only wearing a pair of bracers, then you are just really good at blocking blows with them.
Deadly Blow should be reserved for very specific classes, not broad ones. "Evil" is so generic, it's pointless. Most opponents will be evil. "Trolls" would be much better. "Giant sized creatures" is too broad. "Storm Giants" is better. Further, I would never let it be taken with a class of weapon, unless it was something like "knife" or another piddly weapon that seems to be especially deadly in the hands of a character from books or movies.
I rarely track muscle-powered END, but try to design characters who are reasonably END efficient. If fatigue is critical to an encounter, I track it. But I certainly don't mark down the END use for 20 mooks and don't require my players to either. END use for magic is something else entirely. That's one of the standard controls I use. So far, it hasn't been a problem.
For the record, atlascott, I never found your tone to be confrontational or unreasonable. You came off as someone having trouble with the system and seeking aid. The solutions being suggested give you problems because implementing rule-changes mid-campaign is always difficult. Obviously you will need to explain to your players the problem and take a hard stance. If you don't feel your players are the type who would take a re-design well, you'll probably need to re-design the campaign to a higher-fantasy style and increase the level of opposition.
Keith "my 2¢" Curtis