There are 2 main parts to a critical result.
1) Flavor Text -- You are encouraged to change this to match the situation. This is only to make the crits sound more interesting.
2) Damage Dealt -- This is the actual damage that dealt to the character. This is the actual important part.
Okay... but this doesn't address the maneuver penalty inconsistency I'm talking about.
Actually, it does.
Look at the crits from the point of view of damage only. Not every crit has every type of damage. But, the overall case is that the damage from crits gets worse, the higher up the table you go.
Your problem is that the flavor text might say similar things, but it isn't doing the same damage.
For instance an 51-60 'leg' slash results in the PC falling to the ground and suffering -15 to maneuvers. But a 61-70 result gives no penalty for essentially the same result (a slash that drops you to the ground).
In that example, it is the Flavor Text that is almost the same. The damage itself is not. For example, the "leg slash" could easily be a kneecap strike or you stomped on his foot really really hard.
But, if you look at 61-70, I am sure that the
overall damage (hits, stuns, bleeding, penalties), is worse than the entry before it, even if it does not do exactly the same types of damage.
Damage is not a linear progression on all entries for all the types of damage. And not every entry will have every type of damage.
Is it perfect? Not likely, but then again nothing is.