Hehe,
yeah, for really highly lethal games.

I agree with that. For now my buddy who took over GM'ing is quite satisfied that he hasn't erased us with these musketeers.
Only problem for him he needs to be guided through the whole system step by step, because his english is bad, really bad. So he decided that for now we play it straight as given. Lucky us.

This encounter - and the subsequent ones - lead to my decision to create for now characters who have regeneration - and because I like Ogre Blood.

For the orc mage I thought of it as a gimmick, something nice to have. But after that fight... yes, more regeneration please... even one point can make a big difference.
It has the added benefit of stopping bleeding... if I assume correctly.
Fighting several battles in a row is nice, but not necessarily a must have. So I would be happy with a deadly quality as yours.

I have to admit that my mages can be quite diplomatic, while my fighter characters tend to be trigger happy. Might be the reason why they keep tellin' me to use wizzies.

I hear them yell: "Use fireballs, not swords."

Using a quality as this as non-permanent I would wing it the following way: Any bleeding aquired during that scene would stay the way as intended by "There Will Be Blood" until treated.

A bit harsh, but seems ok for me. I would allow the use of Action Dice to bring it down to Big_Jim's version of "There Will Be Blood". That should be enough time to treat the wounded and would emphasize the fact that the players are tougher and luckier than "mere" mortals.
