This is probably too late, but i just recently found this.
The system i'll describe is based on a number of squad level tactics games i liked. It is a bit more abstracted than the wounds level system, but otherwise similar.
There are four pools of hit points, healthy (real) HP, mission-recoverable HP, mission-recovered HP and lost HP. The sum over all four pools is constant during a mission.
Healthy HP are the points the soldier starts out with, if he is fully healed at base.
Mission-recoverable HP are lost during a mission and can be restored by a medkit or similar device (for example an armor extension) or by medical attention on base.
Mission-recovered HP have been restored by a medkit and require medical attention on base heal.
Lost HP can only be restored by medical attention on base and take the most time to heal.
If a soldier is hit, the loss is divided according to severity in lost and mission-recoverable HP. Severity can for example be influenced by the armor, the total amount of damage done, or where hit(if implemented).
Side effects like dizziness, sensory loss(eye or ear), stamina loss, bleeding wounds, loss of function in limbs, etc are separate conditions and require extra attention, ie they need a dedicated use of the medkit or maybe even specialized equipment or training.
A soldier is unconscious if he either has no healthy or mission-recovered HP, or stun damage is higher than healthy and mission-recovered HP combined.