Top Secret had a two-track system with non-replenishing points and another that allowed characters to gain a different point each time they went up a level. I'm using a similar concept in my rules with Luck (non-replenishing) and Street Smarts (characters get a point each time they level up). Two different point totals representing two different things (random luck and the innate "make your own luck" you get from surviving in the field).
I also think fate points are more important in settings without magic healing. I don't tend to use them in my standard RM games.