I've been working on some ideas and I kinda came up with this one... it meshes FRP, HARP, and other ideas you fine people.
XP comes from 3 general categories (plus bonuses):
Figure out a base XP award per day
a boring day is worth 10xp (sitting around an inn),
a medium day is worth 50 (traveling/training),
an exiting day 100 (combat occurs, minor goals achieved),
and a spectacular day 250 (major goals achieved)
For combat, the GM can just tally how many kill points enemies are worth (perhaps even before the game starts, based on avarage party level, ignoring most bonuses, no crit points, no spell points, no hit points).. then after a fight, divide the points... perhaps evenly, perhaps skewed based on performance (not necessarily kills, but general usefulness, heroics, creativity... less points for hiding/doing nothing)
This should result in a much lower number then given under standard FRP rules.
Finally throw the goals in... this will be how most of the points are awarded.
Goals are similar to HARP, being described as either personal or party... and assigned a relevance (minor, major, climatic) and difficulty (easy, medium, hard, very hard...).
I haven't figured out how many points to assign goals yet, however I'd use the HARP system for a base... then decide how often I'd like the PC's to level. If it's 'once per session' at Lvl 1 (10,000 xp), I'd examine all the party goals I expected to be achieved in an average session and ensure that they total out at around 2/3 (6,600 points per PC).. expecting kills, personal goals, and base day xp to get me up to 10k a day.
The beautiful thing about this system is that it plays down combat significantly... you get some XP from combat but not nearly as much as you get for achieving a goal... thus if a PC wants to risk their characters life they get extra XP (makes sense, combat is better experience then training, plus their risking their character), but if they avoid battle they don't suffer serious XP loss, futher seeking peaceful resolutions could be party or personal goals... Personal goals reward players for role-playing out their characters desires, and forces them to really flesh out who their character is and what he/she wants (so the GM can help assign goals). It can also be used to reward characters for honing their skills. If a PC wants to be a world class swordsman, then fighting skillfully (perhaps rolling an E crit in battle) would be a goal... (and the XP earned by achieving that goal would, in theory, be going towards DP's used to upgrade those skills)