These are house rules I'll be using.
CS scores:
CS rolls are made at the beginning of an adventure and this is your starting CS (+ the usual 10). However, after each FULL combat (so all enemies defeated), as fatigue sets in, each player loses one point to this score permanently for each enemy they engaged. Any time a player rests (full sleep), the score is reset with a new roll.
I like this, because it adds in a fatigue element to the game, in which players have to decide whether the party's overall CS is high enough to keep moving or whether they need a break. It also simulates the fact that combat is tiring and you can't have a thousand fights in a day, or even more than a few.
It also makes some changes to character generation, as seen below.
Character Generation:
Players are given nine points to assign to END. They can also assign points to their "minimum" CS. What this means is that, whatever their minimum CS is set at, when they make CS rolls for the day, it will never be counted as lower than this (though fatigue can still cause the score to go under this). Whereas setting END is on a point-for-point basis, setting CS minimum costs 2 points.
If GMs wish, they can give extra points after difficult adventures, allowing players to increase their END max or their CS min.
Shifting CS in battle:
If a player states an action that is clever, well roleplayed, or particularly effective against their opponent, they can be given a temporary increase to their Combat Ratio for this round. Plus, if the action is extremely well executed, they may have a chance to take no damage this round.
Alternatively, particularly bad actions or doing the same action over and over may result in a temporary lowering of Combat Ratio as they lose their edge in the combat.