Why even use hit points at this rate? Just convert all weapons into save-or-wound/die. After all, armour is abstracted in that way, so why not do the same with weapons?
Welcome to the issue with Mutants and Masterminds
Where every fight ends with an anti-climax because even bosses are generally defeated within a few turns.
But rather just watch any movie. How many of them end in like 1 or 2 moves?
I've thought that a way to play with the abstractions of HP would be to not make it a direct measure of health, but survivability instead - a concept a'la Luck - depleted Luck means not that you have such-and-such number of wounds, but that, depending on the weapons in question, Something Lethal Happens - if it's a firefight, you get a headshot, or if it's a swordfight, you didn't manage to evade that one last strike, but if you were bleeding, for example, you bleed out.
Since it's a (marginally) more tangible thing than Magic Health Count, it could be used as a basis for some interesting mechanics. For example, a cover system would be very simple - it would simply tack on a bunch of temporary HP for the purposes of being attacked from the cover's direction, and attacks would damage those temporary points, whereas being flanked would still deal damage to normal HP. Armor could be similar except omnidirectional.
All attacks would deplete a certain amount of HP - because eventually your luck will simply run out - but the various stats would, for combat, raise it - plus would in different ways come in handy out of combat - so a high-AGI and equally high-CON character would fight the same, but when you had to climb a tree the first one would be the one to call, whereas the second would be called to dive.
Some abilities could represent crazy stunts, and so would be essentially cast from HP.