Let me add these thoughts...
First of all, let us remember that injuries, bleeding and healing has been the bane of Role Playing since the dawn of time. There's just nothing realistic about it. Period. End of story.
Yet...
Animals can survive horrific injuries including loss of limbs. Watch any nature documentary and all the beasties have a variety of serious battle scars. Just two severe examples I can remember was a three legged jackal and a crocodile with only half its lower jaw. Injured animals die not just from the injuries but because either (a) they are unable to hunt effectively or (b) fall prey to unsympathetic predators or rivals.
Many injuries that cause a lot of serious looking bleeding (head wounds, limbs, other surface injuries, etc), actually can clot up relatively quickly because of coagulation and the collapse of arteries/veins due to loss of pressure. Other injuries that only bleed slowly - the slow bleeding internal ones - take HOURS to render you hors de combat and then dead many more hours later unless someone can put in a chest tube. Never mind all the nasty infections that kill people and animals from contaminated puncture wounds. But that's all really complex and the injury system isn't THAT specific. Plus, sprains often don't cause serious problems until minutes or hours later (swelling and cell death symptoms).
So, we're left with a simplified, you bleed X per round until you die. In HARP, rounds are darned quick - so "light injuries" can easily kill you in less than a minute unless medical attention is received. Even a bleed one hit per round kills a mighty giant with 250 hits in only 4 minutes. That seems kind of "wrong".
Really, depending on the circumstance, bleeding will slow down all on its own.
So, maybe we need a rule similar to stun recovery like say this:
***** PROPOSED RULE *********
For each bleeding injury, the player/creature makes an immediate stamina check similar to a healing maneuver.
Light Injury ( 1 to 3 hits per round) MEDIUM
Moderate Injury (4 to 6) HARD
Severe (7 to 9) VERY HARD
Dire (10+) EXTREMELY HARD
If successful, the bleeding decreases without medical attention one hit per round every 5 rounds. So, if the creature is bleeding 4 hits per round and makes its HARD stamina check, then the creature will bleed 4 hits for 5 rounds, 3 hits for 5 rounds, 2 hits for 5 rounds and 1 hit for 5 rounds for a total of 20+15+10+5= 50 hits (still a substantial total). Medical attention or healing magic still could be applied to stop the bleeding sooner.
Players or creatures with regeneration don't make the stamina check and instead automatically reduce the bleeding every five rounds by the respective regeneration talent (minor 1, major 2, greater 3). Again, medical attention or healing magic still could be applied to stop the bleeding sooner.
***** END PROPOSED RULE **********
Clearly, serious and dire injuries will still kill weaker creatures in short order - but the larger creatures could be expected to survive (if the stamina check was successful). This allows animals to "survive" sometimes - but not always.
And this makes regeneration a "real" talent (and maybe worth choosing).
Robin