If you are wanting faceless mooks that the PC's can mow down, I typically give mine stats of 8 to 10, hit points equal to half con and their best weapon skill is around 40%, and go down from there
There is something in the new book that suggests that as well, but that's the method that's worked well for my group since MRQ1 came out
The mooks can still hurt the player characters (Especially if they gang up on them, as one of my overconfident combat monsters found out last week

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but you don't have to nit-pick over their hit points. As a matter of fact, I often just consider them to be 'up' or 'down' based on the kind of hit.
One other thing I do, and this is a cinematic thing, so YMMV, is if there are adjacent badguys and the PC does enough damage, I might let some of that damage carry over, if the attack type and the setup is right.
For example, the combat monster mentioned above was pinned at the top of a stairwell by 6 baddies, 3 adjacent to him and 3 waiting immediately behind, he told me that he was going to lunge as hard as possible with his sword, with the hopes of pushing through, throwing some of the baddies off balance.
He made a successful attack roll (Almost a crit, but not quite), and rolled max damage on both dice (for him that was 8 on the arming sword, 6 on the damage mod), and rolled a crit on his Athletics check.
I told him that he shoved himself forward, sticking his blade through the neck of the one in front of him (He had told me he wanted to go high for best leverage), shoving the man back and down, and as his blade slid out through the man's neck that he barreled into the next baddie in line, and stuck his sword deep into her gut, leaving her briefly trying to put her innards back in before she expired.