Modified House Rules.
This is designed to speed play. YGMV.
1. In our RMFRP games, I make players state intent. Usually this is OB/DB split, spells, maneuvers, etc.
2. Then roll init; 2d10 + Qu bonus.
3. No phases, but you can add up to 20 pts to init by taking a penalty on your first action; 3 actions max. (Bad for Spell Fumbles)
Or players can take a penalty (up to 20 pts) on init to add to their first action. Final init must be at least 1.
This allows a slower but steady attack/action/SCSM, or a quick lunge, jumping before thinking, trying to "rush" a spell, etc.
Highest init is resolved, second, third..
Changing Action is -40 to new activity. You don't have to state instant spells; they are an instinct reaction to the situation.
I have reversed steps 2 and 3 in the past, but this is how we handle it now.