@ H-Hour and Crystan being sarcastic @ Ajpe:
well, ajpe was perfectly on-topic : ) except that the thread had turned into a dev thread which is also nice.
tried the 2.5 dev in the weekend, and it seems there is functional wounds system there.
some wounds took several medkit applications to cure, but it was difficult to tell the health points of the wound, or whatever it would be that would let the player estimate how many medkit applications would be needed to stop bleeding.
there were different penalties for wounds on different bodyparts, but the gui just seemed to show exclamation mark icons for wounds, with no visible indication of the bodypart.
i guess the bodypart indication in the icons, or at least in a tooltip that would show the bodypart and the effect (because player might not remember the bodypart--effect table by heart), is probably planned, and the situation will get alleviated.
the differentiation between movement costs and shooting costs (rather than generic stat and time units reduction) seemed too much micromanagement for my taste and felt bit like first-aid tycoon as i expected earlier (movement cost to the next soldier with medkit was the only serious concern, as first aid felt nicely urgent).
and, as far as i understood, there is no such thing as soldier becoming unconscious before death.
the bleeding rate felt high enough, and i guess that fulfills the main purpose (together with medkit not healing a soldier to full health).
btw, i am currently taking another look at my battlescape hud mod from about half a year ago, and i might want those wounds visible in the main screen (preferably as bars), which cvar-s are involved?