I have to admit that I am rather torn on Arx style heavily coded combat. It does make combat happen one hell of a lot faster, which is huge. No more waiting 8 minutes for somebody to +roll Stat+Hit Things and bogging everything down.
But it also seems to make any kind of plot involving violence turn into a big ball of coded combat with no variables or real differences between characters outside of 'Jane has bigger numbers than Bill'. You do not get people moving to block attackers in a doorway, or people engaging their sword wielding foe with a crossbow whilst on the other side of a trench, or somebody throwing the guy wearing tons of armour out of a window, etc.
It leads to far faster and probably on average 'better' results but sort of smooths everything out and avoids the possibility of truly memorable violence times that can come from good systems in interesting circumstances with players who are rolling promptly. I still years later remember the wild flailing of one fight on a Fading Suns game where people did not consider the implications of using guns in a warehouse stacked with metal barrels full of pure ethanol.