Oh wow, bloody Itch.io did not bother to notice me about your answer. With the corner of my eye I noticed "hey, there shouldn't be 5 posts under that topic!". How unreliable, I assumed it just gives me notice of everything... So there goes a month-delayed response:
With respect to how complex the health system is/will be I definitely want to hit that sweet balance spot between super-simple "one hp bar" approach and DF's "your thumb's fingernail was broken" approach. It has to be simple enough to allow good UI readability without going into menus (at the moment you can see your entire health state on the bottom panel, and that needs to remain possible). Yet it has to be complex enough to allow multiple approaches to combat and different handling of various enemies.
Oh and many weapons already have their own specific attacks like stabs, flatside attacks, arced swings etc.
Now, I like the mechanics of the first solution and I think some of it could make it into the game even without additional health types. The game already features two, which is Tissue (which could be understood as tissue+muscle, pretty much all the "meaty" stuff) and Structure (which can be understood as bones, but for future enemies like stone golems, it's... wel it's structure :D). So I like the idea of influencing combat performance through missing HP - at the moment you need to cut tissue to 0% or damage structure dramatically to break the bone, but otherwise, an enemy with 5% tissue health on his arm still hits the same as he did with 100%, which is rather silly. That could definitely get some upgrades. Also, instead of having a dedicated hp pool for tendons, having them damaged could be a Condition which arises in certain situations (eg. critical strikes with slashing weapons) and it would block the body part from use altogether (much like having your bone broken works at the moment).