Yup-Yup, Conc's Ways - the time constraint thing is exactly why it got more expensive to cast multiple D10 healing.
In Combat, it isn't as economical - or life-saving! - to cast 5x1st Lvl Heal(1-10s) over the course of 5 rounds vs a Single 8th Lvl Heal(5-50)!
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For your game, if wanting to get rid of all the wound healing lists - a simpler approach to healing might be a rule where healing the total concussion damage a Critical gives, also heals the associated injury?
That, and whatever injury mod is given could be represented in a straight conversion into HPs too, in a second column tracking it, if you want to show different injuries still having an effect on PC bodies.
Hell, add more for the certain crit it was(A=+5, B=+10, etc.), if you like, as we brainstorm:
So 13CK(rush) that leads to, "+10 Hits. Bruise foe's shoulder, fights at -20.” turns into a wound that requires 43HPs(13+10+20) to heal completely...+15HP more for the C Crit if you wanna increase totals if you feel this is still not hurtfully accurate enough for you.
23 of those HPs are mere Concussion damage reflected in the characters actual HP total while the other -20”HP” can be tallied under a Wounds and Impressive Scars section you and/or the players keep.
The player can then decide which side they wish to apply any HP recovery to.
That or you can rule all HP recovery must apply to the Modifier HP(Scars) totals first before actual concussion HPs(Body Dev) can come back:
All this if not using the Recovery tables for the differing injuries RM combatants can sustain.