I find it interesting that people are indicating that the data in the table is boring when it shows a continuous progression as results increase.
Isn't that the desired result? You roll better, you do more damage. Maybe I'm not understanding the concern.
If I were creating critical charts from scratch (so no need to worry about complexity), I would use a mechanic similar to the following:
Each weapon has a % factor for Hits, 3 critical types equating to bleeds, stuns, injuries, and Special.
Hits = H% Bleeds = B% Stuns = S% Injuries = I% Special = X%
Result Roll = R
Final Impact (everything rounds down) = H%*R, B%*R, S%*R, I%*R, X%*R
H is the easiest one. It results in a #.
B gives a # of bleeds per round, severed limbs, damaged organs, etc.
S gives stuns, knockdowns, broken bones, damaged organs, etc.
I gives maneuver penalties, damaged equipment, broken bones, etc.
X gives special impact such as entanglement or disarming, etc.
There would be only one critical chart for each type of critical.
A mace might have a rating of - H35% / B10%/ S30%/ I20%/ X5%
The end result = 60
Hits = 21
Bleeds Critical = 6
Stun Critical = 18
Injury Critical = 12
Special Critical = 3
For Bleeds a 6 may indicate minor cuts and -1 hit
For Stun an18 may indicate stun 1 round and -4 hits
For Injury a 12 may indicate bruising, -5 on next action
For Special a 3 may indicate no significant impact
Impact = 26 hits, stun 1 round, -5 on next action
The longbow ratings might be H25% / B35% / S10% / I25% / X5%
The same end result = 60
Hits = 15
Bleeds Critical = 21
Stun Critical = 6
Injury Critical = 15
Special Critical = 3
For Bleeds a 21 may indicate deep wound yielding 2 bleeds, and -5 hits
For Stun a 6 may indicate minor disruption to movement, -1 hit
For Injury a 15 may indicate muscle injury, -10 until healed
For Special a 3 may indicate no significant impact
Impact = 21 hits, bleed 2/round, -10 until healed
The issue with this is that even if the factors are generally easy values to work with, you still have a relatively complex resolution (5 multiplications) which would mean either a pregenerated chart, or a calculator tool.
If you are going to use charts or tools, then why not have the various armor types provide bonus protection depending upon damage type – some reduce stuns, others reduce bleeds, or injuries, or everything. This then leads to RM type critical charts, but it connects the Result to the Impact and gives a wide variety of results rather easily.