When my RQ started, I quickly decided I didnt like the absence of the old core HP total and wanted to add it in. I was vetoed by my players, who it turns out preferred this system (it does seem to favor player survival, provided they pay attention to their resillience scores).
Anyway, after about a year and a half I've gotten used to the dispersed HP method and it keeps the game moving along better than I had thought, although grievous wounds that lead to lost limbs are as likely to kill as not; but given that, so long as the PCs are the victors, and the guy with the healing spells and skills survived to the end, most characters are quickly on the road to recovery. Still, it works well in actual play, so I stopped griping and just roll with it... :roll:
On managing NPCs, which I found to be even more tedious with a distributed HP system and no core HP than it was in previous editions, I eventually just got used to it (stopped being lazy?) and made it a habit of letting some foes automatically failr their resillience tests when they hit greater than -HP in the right locations.
On damage-dealing effects like Poison and such stuff, I simply use atribute-based damage: CON or DEX takes hits from poison, instead of limbs, for example. Works quite well, actually.