Can I propose an alternative or related idea which requires slightly less changes to the basic flow, but may be a way of implimenting some of the changes above.
Issue
Currently speed is a major issue - picking up a short sword allows you to move quicker.
There are significant speed levels that are far more advantageous (2.1 much better than 2.0)
Proposal
Use a single action point resource (AP's) with a fixed amount per turn (e.g. 60 - you could think of these as seconds)
This replaces the current combat move bar.
Let the weapon determine how many AP's are taken up by an attack
Let the model determine hom much a move costs in AP's (based on combat speed - possibly modified by local terrain)
Let the spell or othe special action determine how many AP's it takes (stats could modify it)
- this should address issue 1
You can take action provided you have action points left, but when you go negative this gets carried over to next round
e.g. you have 10 AP's left and do a move that takes 30 AP's - you are now at -20AP's you you can't do anything else. At the start of the next turn you get 60AP added to your total so you start the turn with 40AP's.
second example - you have 10 AP's left but decide not to move. The 10 AP's don't get carried over so you start with 60AP's
This allows for a more continuous feel (7 moves over 3 turns rather than 6 or 9) and therefore addresses issue 2
It also allows for other features
Counterattacks could use AP's (if a unit is under attack by many units it could get pinned down) also makes engaged units more difficult to move which feels right.
The possibility of actions which span multiple turns (e.g. epic spells)
Defending against missile fire could use AP's (same reason as above)
Wounds could affect AP's (less recovered by wounded units - so moves slower & attacks less)
Leaving the square adjacent to an enemy could cost AP (simulating Zone of control)