We all got use to it and have been pretty happily playing with it as it's been our vehicle to tap the sick setting that is Warhammer 40k. But that doesn't mean it wasn't ridiculous .
Well, it could be argued that all rpg combat is pretty ridiculous. The ultimate purpose is not to be realistic , it's to be fun for the players. That's why abstract 'hit points' have been the standard among rpg systems since the birth of the format in the 1970s. They may not be even remotely realistic, but they make imaginary combat pretty fun: it's a nice, simple mechanic that anyone (even someone who has never gamed before) can quickly master.
The real question is: "Is the new system more fun to use, or less?" I'd say the jury is still out on that. The concept of purely narrative damage is intriguing, but the downside is that it is currently awkward to use (a whole lotta looking stuff up in tables upon tables...) and time-consuming (much more book-keeping than just tracking hit points), and there are 'glitches' in the system (multiple scratches on your arm are more dangerous than a single Handcannon shot to the head).
Your suggestion, seanpp , about overcoming the 'scratches trumping mega damage' problem is interesting- but doesn't that push the system back toward old-school 'hit points'?
And- something that I've brought up in other threads- how can the new system 'scale up' to take superhuman adversaries into account without a Wounds characteristic? There is only so much 'depth' in Defensive Value, after all...
I guess what I'm saying is that I know the old combat system works; I'm interested in the new one, but not 100% convinced...