Ok, so, my idea is that of simply lowering all the structural parts (Muscle, bone and skin) of any specific body part to red in order to have the part be considered pulp. This would mean that in order to pulp the lower arm for instance, you'd need to tear/smash open the skin, cut apart the muscle and shatter the bone. Once all these parts have been damaged to the greatest degree possible, the game can throw on some sort of "pulped" tag that functions sort of like a severed part, causing the pulped bit along with anything attached to it not to function. I think this would work well in simulating the massive, cross system damage that actual pulping would entail, as well as making it more realistically difficult to do (ie, no pulping someone's chest with arrows just because it ran out of hit points)
Possible problems and solutions include
1.The game having difficulty in understanding which parts are really structural, and which aren't.
For instance, to pulp a head I shouldn't have to smash each and every individual tooth, but to pulp a chest I should have to break all the ribs. More then likely the fix to this will just be careful hard coding, since it's not like toady can't just tell it that teeth aren't structural but things like skulls and ribs are. Since pretty much everything uses the same small set of bones, it could probably just be a hard coded property, rather then a tag.
2. Exotic creatures with non-standard bodies.
Mostly a problem of things like giant blobs made of coal. Because they won't have any structural parts (no bones, muscle or skin) they may be either immune to pulping or just pulp instantly. With any luck, the fact that the game already acts like they have those important bits will stop them from crumbling on the first shot, but they may actually become unable to be pulped. Really though, since they lack grasps or heads, they may never rise from the dead so pulping them may not be necessary.
Ideas? Comments? Angry declarations that this is the 134th time that this idea has been posted?