Combat is not the only Dramatic Action we will experience in an RPG and the interactive games in life. There are races, contests of will, social maneuvering, politics and diplomacy, and various other conflicts.
My problem of combat is that it takes a full chapter when you compare it to rules regarding Physical and Mental Limitations. I find this an inefficient way to go about a ruleset; combat is not the only Dramatic Set of Actions a character will experience and should not take up so much time as to define a system.
Dramatic Action and Conflict is an integral part of an RPG and should have more space attributed to it than merely just combat. In fact Dramatic Action System (DAS) should allow for the resolution of various conflicts that come up in the game.
I realized the Cost leadership aspect of RPGs is the ability to get people into the game mindset. If I can break that barrier by making a set of more Intuitive and scientific/theoretical game terminology that allows people to Role-play in mediums they are more comfortable in then I would have reduced the Cost of getting into RPing farther below the market cost leader... Theoretically.
That means a system or process that is open for various forms of conflict. A conflict simulating a school project, a work project; or adversarial conflicts like races, contests, social and political situations. A system that allows the GM and players to the option to Blackbox or Elaborate certain processes and scale of conlfict.
Meaning that I can use the same system for Wars as for Small Unit Skirmishes, for Duels, for Contests of Skills, or Projects. That DAS is a medium that has the Flexibility of Tactics and Strategy; where What is Tactics and Strategy depends on where you are (again from the Strategic Thinking lecture). Taking lessons from the lecture as well as the Time and motion limitations, I think I have a kernel for a DAS. Hopefully by wording, it will occupy 5000 words give or take 20%. I'll also provide a flow chart.