I like the addition of Grazes that demonstrate a near-miss/near-hit but don’t actually impede your actions. I think that’s a great addition, especially for a Western game, Pirate game, or some other genre that doesn’t have much armor.
I wonder if we’re seeing more Flesh Wounds and fewer Grazes than you might have expected because the default location (Body) has a lethality bonus?
The concern may also be descriptions of various wounds. I know that there’s been some confusion as to what an Impaired wound means versus an Incapacitated (or several Incapacitated), maybe there needs to be more definition of what each wound descriptor means? Or maybe more obvious/frequent reference to those definitions (since I seem to recall them existing somewhere already)?
Generally, I would like to see most Marines come back from a fight with (on average) a Graze or two and maybe a Flesh Wound. So in a mission, 1-2 with Impaired/Incapacitated wounds, 1-2 with no wounds, and 1-2 with a Flesh Wound or two and some Grazes would generally be ideal for me. That mileage will undoubtedly vary for everyone.
But when you’re facing machine guns all the time and rockets every 4-5 missions… people are gonna get messed up. Maybe some more encounters with non-Centurion Cylons with clubs/pistols if you’re feeling like there are too many wounds? Just the lack of burst/autofire would cut prospective wounds by 2/3 or more.